Literature DB >> 34864436

Prevalence of gaming disorder: A meta-analysis.

Hee Sun Kim1, Gaeun Son1, Eun-Bin Roh1, Woo-Young Ahn2, Jueun Kim3, Suk-Ho Shin4, Jeanyung Chey5, Kee-Hong Choi6.   

Abstract

BACKGROUND: Gaming disorder (GD) has been listed in the International Classification of Diseases 11th Revision. Studies on GD prevalence have been highly heterogeneous, and there are significant gaps in prevalence estimates. Few studies have examined what methodological and demographic factors could explain this phenomenon. Therefore, this meta-analytic study quantifies globally reported GD prevalence rates and explores their various moderating variables.
METHODS: Prevalence estimates were extracted from 61 studies conducted before December 3, 2020, which included 227,665 participants across 29 countries. Subgroup and moderator analyses were used to investigate the potential causes of heterogeneity, including region, sample size, year of data collection, age group, study design, sampling method, survey format, sample type, risk of bias, terminology, assessment tool, and male proportion.
RESULTS: The overall pooled prevalence of GD was 3.3% (95% confidence interval: 2.6-4.0) (8.5% in males and 3.5% in females). By selecting only 28 representative sample studies, the prevalence estimate was reduced to 2.4% (95% CI 1.7-3.2), and the adjusted prevalence estimate using the trim-and-fill method was 1.4% (95% CI 0.9-1.9). High heterogeneity in GD prevalence rates was influenced by various moderators, such as participant variables (e.g., region, sample size, and age) and study methodology (e.g., study design, sampling method, sample type, terminology, and instrument). The moderator analyses revealed that the sample size, mean age, and study quality were negatively associated with GD prevalence.
CONCLUSIONS: This study confirms that GD prevalence studies were highly heterogeneous based on participant demographics and research methodologies. Various confounding variables, such as sampling methods, sample types, assessment tools, age, region, and cultural factors have significantly influenced the GD prevalence rates. Prevalence estimates are likely to vary depending on study quality. Further epidemiological studies should be conducted using rigorous methodological standards to more accurately estimate GD prevalence.
Copyright © 2021 Elsevier Ltd. All rights reserved.

Entities:  

Keywords:  Gaming addiction; Gaming disorder; ICD-11; Internet gaming disorder; Meta-analysis; Prevalence

Mesh:

Year:  2021        PMID: 34864436     DOI: 10.1016/j.addbeh.2021.107183

Source DB:  PubMed          Journal:  Addict Behav        ISSN: 0306-4603            Impact factor:   3.913


  9 in total

1.  A network analysis of the Internet Disorder Scale-Short Form (IDS9-SF): A large-scale cross-cultural study in Iran, Pakistan, and Bangladesh.

Authors:  Li Li; Mohammed A Mamun; Firoj Al-Mamun; Irfan Ullah; Ismail Hosen; Syed Ahsan Zia; Ali Poorebrahim; Morteza Pourgholami; Chung-Ying Lin; Halley M Pontes; Mark D Griffiths; Amir H Pakpour
Journal:  Curr Psychol       Date:  2022-06-09

2.  Animal Crossing and COVID-19: A Qualitative Study Examining How Video Games Satisfy Basic Psychological Needs During the Pandemic.

Authors:  Andrew Z H Yee; Jeremy R H Sng
Journal:  Front Psychol       Date:  2022-04-01

3.  Psychometric properties of the Farsi version of the gaming disorder scale for adolescents (GADIS-A).

Authors:  Ali Mazaherizadeh; Zahra Taherifar; Hojjatollah Farahani
Journal:  BMC Psychol       Date:  2022-08-08

Review 4.  Current Status of Internet Gaming Disorder (IGD) in Japan: New Lifestyle-Related Disease in Children and Adolescents.

Authors:  George Imataka; Ryoichi Sakuta; Akira Maehashi; Shigemi Yoshihara
Journal:  J Clin Med       Date:  2022-08-04       Impact factor: 4.964

Review 5.  Prevalence and Factors Associated with Gaming Disorder in Latin America and the Caribbean: A Systematic Review.

Authors:  Akram Hernández-Vásquez; Rodrigo Vargas-Fernández; Fabriccio J Visconti-Lopez; Daniel Comandé; Guido Bendezu-Quispe
Journal:  Int J Environ Res Public Health       Date:  2022-08-15       Impact factor: 4.614

6.  Item Response Theory Analyses of Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) Criteria Adapted to Screen Use Disorder: Exploratory Survey.

Authors:  Mathieu Boudard; Jean-Marc Alexandre; Charlotte Kervran; Louise Jakubiec; Dvora Shmulewitz; Deborah Hasin; Lucie Fournet; Christophe Rassis; Patrice Claverie; Fuschia Serre; Marc Auriacombe
Journal:  J Med Internet Res       Date:  2022-07-27       Impact factor: 7.076

7.  Gaming disorder and the COVID-19 pandemic: Treatment demand and service delivery challenges.

Authors:  Daniel L King; Sophia Achab; Susumu Higuchi; Henrietta Bowden-Jones; Kai W Müller; Joël Billieux; Vladan Starcevic; John B Saunders; Philip Tam; Paul H Delfabbro
Journal:  J Behav Addict       Date:  2022-04-12       Impact factor: 7.772

8.  Resource-Strengthening Training for Parents of Adolescents with Problematic Gaming (Res@t-P): A Clinical Pilot Study.

Authors:  Joel Hülquist; Nicole Fangerau; Rainer Thomasius; Kerstin Paschke
Journal:  Int J Environ Res Public Health       Date:  2022-08-02       Impact factor: 4.614

9.  Toward a delineation of the differences between high engagement and problem gaming.

Authors:  Jake D Slack; Paul Delfabbro; Daniel L King
Journal:  Addict Behav Rep       Date:  2022-10-05
  9 in total

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