Hyunsuk Jeong1, Hyeon Woo Yim1, Seung-Yup Lee2, Hae Kook Lee2, Marc N Potenza3,4,5, Hyunyong Lee6. 1. Department of Preventive Medicine, College of Medicine, Catholic University of Korea, Seoul, South Korea. 2. Department of Psychiatry, College of Medicine, Catholic University of Korea, Seoul, South Korea. 3. Departments of Psychiatry, Neuroscience and Child Study Center, Yale University, New Haven, CT, USA. 4. Connecticut Council on Problem Gambling, Wethersfield, CT, USA. 5. Connecticut Mental Health Center, New Haven, CT, USA. 6. Department of Biostatistics, Clinical Research Coordinating Center, The Catholic University of Korea, Seoul, South Korea.
Abstract
AIM: This study examined factors associated with severity, incidence and/or persistence of internet gaming disorder (IGD) in children and adolescents. DESIGN, SETTING, PARTICIPANTS: Prospective cohort study with 2-year follow-up study in South Korea. A total of 2319 3rd-, 4th- and 7th-graders enrolled into the internet user cohort for unbiased recognition of gaming disorder in early adolescence [intramural Continuing Umbrella of Research Experiences (iCURE)] and analyzed for the current study. MEASUREMENTS: Severity of the IGD features was assessed by the Internet Game Use-Elicited Symptom Screen (IGUESS), a self-reported questionnaire based on the DSM-5 IGD criteria. Participants with IGUESS scores ≥ 10 were considered to be at high risk for IGD (HIGD). Time spent playing on-line games, game types, depressive symptoms, trait anxiety, attention deficit hyperactivity disorder (ADHD) symptoms, social support, openness of communication with parents, attachment to parents and potential confounders were assessed by self-report. FINDINGS: A total of 175 (7.5%) students were classified as HIGD cases upon initial assessment. The independent risk factors of incidence of HIGD included playing on-line games for ≥ 240 minutes/day, playing multi-player games, depressive symptoms and ADHD symptoms [adjusted rate ratios (aRRs) = 2.03, 1.63, 2.04, 2.53, respectively; all P < 0.05]. Factors related to changing IGD severity scores were playing on-line games for 60-239 minutes/day, playing single-player on-line games, higher attachment and social support [adjusted incidence rate ratio (aIRRs) = 1.38, 1.22, 0.86, 0.87, respectively; all P < 0.05]. Independent predictors of persistence of HIGD were playing on-line games for ≥ 240 minutes/day and ADHD symptoms (aRRs = 2.63, 2.14, respectively; all P < 0.05). CONCLUSIONS: Among adolescents in South Korea, the existence of ADHD symptoms and spending more than 4 hours per day playing on-line games were associated with the occurrence or persistence of high risk for internet gaming disorder.
AIM: This study examined factors associated with severity, incidence and/or persistence of internet gaming disorder (IGD) in children and adolescents. DESIGN, SETTING, PARTICIPANTS: Prospective cohort study with 2-year follow-up study in South Korea. A total of 2319 3rd-, 4th- and 7th-graders enrolled into the internet user cohort for unbiased recognition of gaming disorder in early adolescence [intramural Continuing Umbrella of Research Experiences (iCURE)] and analyzed for the current study. MEASUREMENTS: Severity of the IGD features was assessed by the Internet Game Use-Elicited Symptom Screen (IGUESS), a self-reported questionnaire based on the DSM-5 IGD criteria. Participants with IGUESS scores ≥ 10 were considered to be at high risk for IGD (HIGD). Time spent playing on-line games, game types, depressive symptoms, trait anxiety, attention deficit hyperactivity disorder (ADHD) symptoms, social support, openness of communication with parents, attachment to parents and potential confounders were assessed by self-report. FINDINGS: A total of 175 (7.5%) students were classified as HIGD cases upon initial assessment. The independent risk factors of incidence of HIGD included playing on-line games for ≥ 240 minutes/day, playing multi-player games, depressive symptoms and ADHD symptoms [adjusted rate ratios (aRRs) = 2.03, 1.63, 2.04, 2.53, respectively; all P < 0.05]. Factors related to changing IGD severity scores were playing on-line games for 60-239 minutes/day, playing single-player on-line games, higher attachment and social support [adjusted incidence rate ratio (aIRRs) = 1.38, 1.22, 0.86, 0.87, respectively; all P < 0.05]. Independent predictors of persistence of HIGD were playing on-line games for ≥ 240 minutes/day and ADHD symptoms (aRRs = 2.63, 2.14, respectively; all P < 0.05). CONCLUSIONS: Among adolescents in South Korea, the existence of ADHD symptoms and spending more than 4 hours per day playing on-line games were associated with the occurrence or persistence of high risk for internet gaming disorder.
Authors: Yihong Zhao; Martin Paulus; Kara S Bagot; R Todd Constable; H Klar Yaggi; Nancy S Redeker; Marc N Potenza Journal: J Behav Addict Date: 2022-06-30 Impact factor: 7.772
Authors: Gellan K Ahmed; Alaa A Abdalla; Ali M Mohamed; Lobna A Mohamed; Hala A Shamaa Journal: Child Adolesc Psychiatry Ment Health Date: 2022-08-16 Impact factor: 7.494
Authors: Maria Anna Donati; Cristiana Alessia Guido; Giuliano De Meo; Alberto Spalice; Francesco Sanson; Carola Beccari; Caterina Primi Journal: Int J Environ Res Public Health Date: 2021-06-21 Impact factor: 3.390