Literature DB >> 33283397

Factors associated with severity, incidence or persistence of internet gaming disorder in children and adolescents: a 2-year longitudinal study.

Hyunsuk Jeong1, Hyeon Woo Yim1, Seung-Yup Lee2, Hae Kook Lee2, Marc N Potenza3,4,5, Hyunyong Lee6.   

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.
© 2020 Society for the Study of Addiction.

Entities:  

Keywords:  Adolescents; cohort; internet gaming disorder; predictor; risk factor; severity

Year:  2021        PMID: 33283397     DOI: 10.1111/add.15366

Source DB:  PubMed          Journal:  Addiction        ISSN: 0965-2140            Impact factor:   6.526


  6 in total

1.  Brain structural covariation linked to screen media activity and externalizing behaviors in children.

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

2.  Development and Internal Validation of a Model for Predicting Internet Gaming Disorder Risk in Adolescents and Children.

Authors:  Jiangyue Hong; Jinghan Wang; Wei Qu; Haitao Chen; Jiaqi Song; Meng Zhang; Yanli Zhao; Shuping Tan
Journal:  Front Psychiatry       Date:  2022-06-09       Impact factor: 5.435

3.  Associations Between Attention Deficit/Hyperactivity Disorder and Internet Gaming Disorder Symptoms Mediated by Depressive Symptoms and Hopelessness Among College Students.

Authors:  Chen Chen; Si Dai; Lijuan Shi; Yidong Shen; Jianjun Ou
Journal:  Neuropsychiatr Dis Treat       Date:  2021-08-24       Impact factor: 2.570

4.  Relationship between time spent playing internet gaming apps and behavioral problems, sleep problems, alexithymia, and emotion dysregulations in children: a multicentre study.

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

5.  Abnormal psychological performance as potential marker for high risk of internet gaming disorder: An eye-tracking study and support vector machine analysis.

Authors:  Shuai Wang; Jialing Li; Siyu Wang; Wei Wang; Can Mi; Wenjing Xiong; Zhengjia Xu; Longxing Tang; Yanzhang Li
Journal:  Front Psychol       Date:  2022-09-16

6.  Gaming among Children and Adolescents during the COVID-19 Lockdown: The Role of Parents in Time Spent on Video Games and Gaming Disorder Symptoms.

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

  6 in total

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