Literature DB >> 34385071

Prevalence and risk factors of internet gaming disorder and problematic internet use before and during the COVID-19 pandemic: A large online survey of Japanese adults.

Taiki Oka1, Toshitaka Hamamura2, Yuka Miyake3, Nao Kobayashi3, Masaru Honjo2, Mitsuo Kawato1, Takatomi Kubo4, Toshinori Chiba5.   

Abstract

Internet gaming disorder (IGD) and problematic internet use (PIU) are becoming increasingly detrimental to modern society, with serious consequences for daily functioning. IGD and PIU may be exacerbated by lifestyle changes imposed by the coronavirus 2019 (COVID-19) pandemic. This study investigated changes in IGD and PIU during the pandemic and risk factors for them. This study is a part of a larger online study of problematic smartphone use in Japan, originally planned in 2019, and expanded in August 2020 to include the impact of COVID-19. 51,246 adults completed an online survey during the pandemic (August 2020), in Japan. Of these, 3,938 had also completed the survey before the onset of the pandemic (December 2019) and were used as the study population to determine how the pandemic has influenced IGD and PIU. IGD was assessed using the Internet Gaming Disorder Scale (IGDS). PIU was measured using the Compulsive Internet Use Scale (CIUS). The prevalence of probable IGD during COVID-19 was 4.1% overall [95%CI, 3.9%-4.2%] (N = 51,246), and 8.6% among younger people (age < 30), 1-2.5% higher than reported before the pandemic. Probable PIU was 7.8% overall [95%CI, 7.6%-8.1%], and 17.0% [95%CI, 15.9%-18.2%] among younger people, 3.2-3.7% higher than reported before the pandemic. Comparisons before and during the pandemic, revealed that probable IGD prevalence has increased 1.6 times, and probable PIU prevalence by 1.5 times (IGD: χ2= 619.9, p < .001, PIU: χ2= 594.2, p < .001). Youth (age < 30) and COVID-19 infection were strongly associated with IGD exacerbation (odds ratio, 2.10 [95%CI, 1.18 to 3.75] and 5.67 [95%CI, 1.33 to 24.16]). Internet gaming disorder and problematic internet use appear to be aggravated by the pandemic. In particular, younger persons and people infected with COVID-19 are at higher risk for Internet Gaming Disorder. Prevention and treatment of these problems are needed.
Copyright © 2021 The Authors. Published by Elsevier Ltd.. All rights reserved.

Entities:  

Keywords:  COVID-19; Internet gaming disorder; Large online study; Prevention; Problematic internet use; Risk factor

Mesh:

Year:  2021        PMID: 34385071     DOI: 10.1016/j.jpsychires.2021.07.054

Source DB:  PubMed          Journal:  J Psychiatr Res        ISSN: 0022-3956            Impact factor:   4.791


  11 in total

1.  Self-perceived substance and behavioral addictions among Jewish Israeli adolescents during the COVID-19 pandemic.

Authors:  Yaniv Efrati; Marcantonio M Spada
Journal:  Addict Behav Rep       Date:  2022-05-11

Review 2.  Prevalence of Problematic Internet Use during the COVID-19 Pandemic.

Authors:  Julius Burkauskas; Julija Gecaite-Stonciene; Zsolt Demetrovics; Mark D Griffiths; Orsolya Király
Journal:  Curr Opin Behav Sci       Date:  2022-06-15

3.  Structural Equation Modeling (SEM): Gaming Disorder Leading Untreated Attention-Deficit/Hyperactivity Disorder to Disruptive Mood Dysregulation.

Authors:  Ruu-Fen Tzang; Chuan-Hsin Chang; Yue-Cune Chang
Journal:  Int J Environ Res Public Health       Date:  2022-05-29       Impact factor: 4.614

4.  The Relationship between Internet Addiction, Internet Gaming and Anxiety among Medical Students in a Malaysian Public University during COVID-19 Pandemic.

Authors:  Nurazah Ismail; Ahmad Izzat Tajjudin; Hafiz Jaafar; Nik Ruzyanei Nik Jaafar; Azlin Baharudin; Normala Ibrahim
Journal:  Int J Environ Res Public Health       Date:  2021-11-12       Impact factor: 3.390

5.  School assets and bullying in Chinese youth: A multiple mediation model of intentional self-regulation and internet gaming disorder.

Authors:  Xiong Gan; Ke-Nan Qin; Guo-Xing Xiang; Xin Jin; Cong-Shu Zhu
Journal:  Front Pediatr       Date:  2022-07-28       Impact factor: 3.569

6.  An epidemiological study on factors influencing gaming disorder: An online cross-sectional design.

Authors:  Rabbanie Tariq Wani; Imrose Rashid; IqraNisar Chowdri; Tanzeela Bashir Qazi
Journal:  J Family Med Prim Care       Date:  2022-05-14

7.  Online Behaviours during the COVID-19 Pandemic and Their Associations with Psychological Factors: An International Exploratory Study.

Authors:  Julius Burkauskas; Naomi A Fineberg; Konstantinos Ioannidis; Samuel R Chamberlain; Henrietta Bowden-Jones; Inga Griskova-Bulanova; Aiste Pranckeviciene; Artemisa R Dores; Irene P Carvalho; Fernando Barbosa; Pierluigi Simonato; Ilaria De Luca; Rosin Mooney; Maria Ángeles Gómez-Martínez; Zsolt Demetrovics; Krisztina Edina Ábel; Attila Szabo; Hironobu Fujiwara; Mami Shibata; Alejandra R Melero-Ventola; Eva M Arroyo-Anlló; Ricardo M Santos-Labrador; Kei Kobayashi; Francesco Di Carlo; Cristina Monteiro; Giovanni Martinotti; Ornella Corazza
Journal:  Int J Environ Res Public Health       Date:  2022-07-20       Impact factor: 4.614

8.  The Impact of Pandemic-Related Life Stress on Internet Gaming: Social Cynicism and Gaming Motivation as Serial Mediators.

Authors:  Elsie Yan; Rong-Wei Sun; Anise M S Wu; Daniel W L Lai; Vincent W P Lee
Journal:  Int J Environ Res Public Health       Date:  2022-07-07       Impact factor: 4.614

9.  Do Individuals with Internet Gaming Disorder Share Personality Traits with Substance-Dependent Individuals?

Authors:  Julie Giustiniani; Magali Nicolier; Madeline Pascard; Caroline Masse; Pierre Vandel; Djamila Bennabi; Sophia Achab; Frédéric Mauny; Emmanuel Haffen
Journal:  Int J Environ Res Public Health       Date:  2022-08-03       Impact factor: 4.614

10.  Internet addiction in young adults: The role of impulsivity and codependency.

Authors:  Pierluigi Diotaiuti; Stefania Mancone; Stefano Corrado; Alfredo De Risio; Elisa Cavicchiolo; Laura Girelli; Andrea Chirico
Journal:  Front Psychiatry       Date:  2022-09-06       Impact factor: 5.435

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