Yuan-Chien Pan1, Yu-Chuan Chiu2, Yu-Hsuan Lin3. 1. Department of Psychology, National Taiwan University, Taipei, Taiwan. Electronic address: yuanchienpan@gmail.com. 2. Department of Psychiatry, MacKay Memorial Hospital, Taipei, Taiwan. Electronic address: tonychiupsy@gmail.com. 3. Institute of Population Health Sciences, National Health Research Institutes, Miaoli, Taiwan; Department of Psychiatry, National Taiwan University Hospital, Taipei, Taiwan; Department of Psychiatry, College of Medicine, National Taiwan University, Taipei, Taiwan; Institute of Health Behaviors and Community Sciences, College of Public Health, National Taiwan University, Taipei, Taiwan. Electronic address: yuhsuanlin@nhri.org.tw.
Abstract
BACKGROUND: The field of internet addiction has experienced significant debates on conflicting epidemiology. This meta-analysis investigated the prevalence rates of generalized internet addiction (GIA) and internet gaming disorder (IGD). METHODS: We included 113 epidemiologic studies covering 693,306 subjects published from 1996 to 2018 (for 31 nations) that reported prevalence rates for GIA or IGD. We examined pooled prevalence of GIA and IGD and the hypothesized moderators including year, geographic regions, types of scales, and sample representativeness. RESULTS: All 133 effect sizes included 53,184 subjects with GIA or IGD. Weighted average prevalence for GIA and IGD were 7.02 % (95 % CI, 6.09 %-8.08 %) and 2.47 % (95 % CI, 1.46 %-4.16 %) respectively. For GIA, prevalence was increased over time and prevalence rates variated among different scales. IGD prevalence was neither moderated by year, regions, nor sample representativeness. CONCLUSIONS: The prevalence of GIA was higher than the prevalence of IGD. The GIA prevalence was increasing over time and variated with different assessments. Our results reveal that GIA may reflect a pattern of increasing human-machine interaction.
BACKGROUND: The field of internet addiction has experienced significant debates on conflicting epidemiology. This meta-analysis investigated the prevalence rates of generalized internet addiction (GIA) and internet gaming disorder (IGD). METHODS: We included 113 epidemiologic studies covering 693,306 subjects published from 1996 to 2018 (for 31 nations) that reported prevalence rates for GIA or IGD. We examined pooled prevalence of GIA and IGD and the hypothesized moderators including year, geographic regions, types of scales, and sample representativeness. RESULTS: All 133 effect sizes included 53,184 subjects with GIA or IGD. Weighted average prevalence for GIA and IGD were 7.02 % (95 % CI, 6.09 %-8.08 %) and 2.47 % (95 % CI, 1.46 %-4.16 %) respectively. For GIA, prevalence was increased over time and prevalence rates variated among different scales. IGD prevalence was neither moderated by year, regions, nor sample representativeness. CONCLUSIONS: The prevalence of GIA was higher than the prevalence of IGD. The GIA prevalence was increasing over time and variated with different assessments. Our results reveal that GIA may reflect a pattern of increasing human-machine interaction.
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