| Literature DB >> 35308651 |
Daniel Dahl1, Karin Helmersson Bergmark1.
Abstract
Background and aims: Problematic internet use (PIU), and kindred concepts such as internet addiction (IA), make up a growing research field, partly due to the suggested inclusion of internet gaming disorder in a future DSM-6 as well as the fact that gaming disorder is on its way to being included in the ICD-11. Conclusions from research are far from unified. This study aims to synthesise the research field of problematic internet use/internet addiction/gaming disorder, with a focus on the reporting of prevalence and change.Entities:
Keywords: internet addiction; longitudinal; problematic internet use; review; scoping
Year: 2020 PMID: 35308651 PMCID: PMC8899278 DOI: 10.1177/1455072520941997
Source DB: PubMed Journal: Nordisk Alkohol Nark ISSN: 1455-0725
Figure 1.Search process.
Source: Template gathered from Moher et al. (2009).
Studies included in the review.
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| Ai, M. |
| GIU | Survey | Davis PIU | South Korea | Children/young adolescents | N/A | N/A | 2004–2008 | N/A | |
| Bae, S. M. |
| MPU | Survey |
| South Korea | Children/young adolescents | 93.4% | 52% | 2010–2012 | N/A | |
| Baggio, S. |
| Gaming | Survey | GAS | Switzerland | Young adults | 87.2% | 100% | 2010–2013 (ca. 15-month intervals) | N/A | |
| Barrense-Dias, Y. |
| GIU | Survey | YDQ/IAT | Switzerland | Adolescents | 20.3% | 50% | 2012–2014 | T1: 13.2% T2: 4.8% | |
| Billieux, J. |
| Gaming | Survey + in-game monitoring | IAT, MPOGQ | N/A, mostly Europe (only French-speaking) | Adults | 65.2% | 87% | Eight months (in 2010–2011) | N/A | |
| Bleckmann, P. |
| Gaming | Qualitative interviews | CSAS-II | Germany | Adolescents and adults | 54.8% | 69% | 2010–2013 | N/A | |
| Brunborg, G. S. |
| Gaming | Survey | GAS | Norway | Adolescents | 29.3% | ∼ 45%* | 2010–2012 | N/A | |
| Burleigh, T. L. |
| Gaming | Mixed methods | IGDS-SF9 | Australia | Young adults | 70.5% | 75.0% | Three months (2016) | N/A | |
| Calvete, E. |
| GIU | Survey | GPIUS2 | Spain | Adolescents | 81.3% | 49% | Six months (Year N/A) | N/A | |
| Chang, F. C. |
| GIU | Survey | CIAS | Taiwan | Adolescents | 77.4% | 48% | 2010–2011 | T1: 26.1% T2: 27.3% Persistence: 63.3% | |
| Chen, S. K., Lin, S. S. J. |
| GIU | Survey | LC-PIU | Taiwan | Young adults | 51.7% | 51% | 2008–2010? Three years | N/A | |
| Chen, S. W. |
| GIU | Survey | YDQ/IAT | Taiwan | Adults | 83.2% | 75% | 2012–2013 (six months) | Incidence: 14% problematic IU | |
| Chen, S.-K. |
| GIU | Survey |
| Taiwan | Young adults | 78.2% | 51.1% | Three years (baseline 2008) | N/A | |
| Chen, S.-K. |
| GIU | Survey | Chen (self-developed) scale | Taiwan | Young adults | 85.3% | 59% | 2012–2014 | N/A | |
| Chen, Y. L. |
| GIU | Survey | CIAS | Taiwan | Children/young adolescents | 93.1% | 50% | Spring 2013 | Wave 1: 11.4% | |
| Chen, Y. L., Gau, S. S-F. |
| GIU | Survey | CIAS | Taiwan | Children and adolescents | 84.1% | 51% | 2013–2014 | Time 1: 12.1% |
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| Cheng, C. |
| GIU | Survey | IAT, Davis PIU | China | Young adults | N/A | 22% | Six months (year N/A) | N/A | |
| Cho, S-M. |
| GIU | Survey | YDQ/IAT | South Korea | Children and adolescents | 47.1% | 100% | 1998–2006 | 3.6% (measured once) | |
| Choo, H. |
| Gaming | Survey |
| Singapore | Children and adolescents | 87.5% | 72% | 2006–2007 | Wave 1: 9.9% |
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| Ciarrochi, J. |
| GIU | Survey | CIUS | Australia | Adolescents | 83.4% | 50% | Four years | N/A | |
| Coyne, S. M. |
| Gaming | Survey | DSM-IV (gambling)/PVGU | United States | Adolescents | 91.0% | 48% | 2011–2012 | N/A | |
| Dong, G. |
| GIU | Survey | YDQ/IAT | China | Young adults | 100.0% | 52% | 2008–2009 | 3.1% | |
| Dong, G. H. |
| GIU | Survey | YDQ/IAT | China | Young adults | 95.2% | 51% | 2007–2009 | 6.5% | |
| Finkenauer, C. |
| GIU | Survey | CIUS | Netherlands | Adults | 97.4% | 50% | One year | N/A |
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| Foerster, M. |
| MPU | Survey | MPPUS | Switzerland | Adolescents | 91.7% | 39% | 2012–2013 | N/A | |
| Forrest, C. J. |
| Gaming | Survey | GAS | Australia | Adults | 62.4% | 84% | One year | T1: 15.7%, T4: 9.2%. 66% remission at T4. | |
| Fu, K. W. |
| GIU | Survey | YDQ/IAT | China | Adolescents | 40.7% | 56% | 2004–2005 | Male: 8.4% | |
| Gamez-Guadix, M. | 2014 | GIU | Survey | GPIUS2 | Spain | Adolescents | 73.0% | ∼ 39% | One year | N/A | |
| Gamez-Guadix, M. | 2013 | GIU | Survey | GPIUS2 | Spain | Adolescents | 82.8% | 40% | Six months | N/A | |
| Gámez-Guadix, M. |
| GIU | Survey | GPIUS2 | Spain | Adolescents | 82.1% | 40% | Six months | N/A | |
| Gámez-Guadix, M. |
| GIU | Survey | GPIUS2 | Spain | Adolescents | 88.0% | 40% | Six months | T1: 6.8% T2: 3.8% | |
| Gentile, D. A. |
| Gaming | Survey |
| Singapore | Children and adolescents | 84.5% | 73% | 2007–2009 | T1: 9.9% T2: 8.8% T3: 7.6% |
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| Guillot, C. R. |
| GIU and Gaming | Survey | CIUS + author-constructed scales | United States | Young adults | N/A | 48% | 9–18 months in 2011–2014 | T1: 21.4% T2: 21.8% | |
| Haagsma, M. C. |
| Gaming | Survey | GAS | Netherlands | Adolescents and young adults | 35.6% | 70% | Six months (2010–2011) | 2% (sub-sample of active gamers. Original sample is double: 1%.) | |
| Han, P. G. |
| GIU | Survey | CIAS | China | Young adults | 71.0% | 49% | Six months (2015–2016) | N/A | |
| Henchoz, Y. |
| Gaming | Survey | GAS | Switzerland | Young adults | 94.4% | 100% | 2010–2013 (15-month intervals) | Problematic video game use: T1: 11.9% T2: 9.6% | |
| Huang, C. J. |
| GIU | Survey | CIAS | Taiwan | Young adults | 88.9% | 44% | Two years | N/A | |
| Jun, S. |
| MPU | Survey |
| South Korea | Adolescents | N/A | 50% | Two years (2011–2013) | N/A | |
| Kerkhof, P. |
| GIU | Survey | CIUS ( | Netherlands | Adults | 97.4% | 50% | One year (2007–2008) | N/A |
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| Kim, H. H. S. |
| SAMNCC | Survey | No specific scale, measuring freq. | South Korea | Children/young adolescents | 60.9% | ∼ 53% | 2007–2008 | N/A | |
| King, D. L. |
| Gaming | Survey | YDQ/IAT | N/A (unclear, possibly Australia) | Adults | 29.8% | 92% | 2010–2011 (18 months) | N/A | |
| Ko, C. H. |
| GIU | Survey | CIAS | Taiwan | Adolescents | 66.3% | 51% | One year (2005–2006) | T1: 9% T2: 12% |
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| Ko, C. H. |
| GIU | Survey | CIAS | Taiwan | Adolescents | 78.5% | 51% | One year | T1: 9% T2: 12% |
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| Ko, C. H. |
| GIU | Survey | CIAS | Taiwan | Adolescents | 90.5% | 52% | One year (baseline 2003) | T1: 18% addicted | |
| Ko, C. H. |
| GIU | Survey | CIAS | Taiwan | Children/young adolescents | 62.7% | 51% | Two years (baseline 2005) | T1: 10.8% |
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| Kwon, H. E. |
| SAMNCC | App data analysis | No specific scale | South Korea | All ages (7–69 years old) | N/A | N/A | One year (2012–2013) | N/A | |
| Lau, J. T. F., Gross, D. L. |
| GIU | Survey | CIAS | China | Adolescents | 85.7% | 54% | 2012-2013 | T1: 16% |
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| Lau, J. T. F., Wu, A. M. S. |
| GIU | Survey | CIAS | China | Adolescents | 85.7% | 51% | One-year intervals, 2012–2014 | Baseline: 16% |
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| Lee, B. H. |
| GIU | Survey | No specific scale | South Korea | Adolescents | N/A | 54% | Five years (2003–2008) | N/A | |
| Lemmens, J. S. |
| Gaming | Survey | GAS | Netherlands | Adolescents | 91.9% | 51% | Six months (2008–2009) | N/A |
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| Lemmens, J. S. |
| Gaming | Survey | GAS | Netherlands | Adolescents | 83.1% | 51% | Six months (2008–2009) | T1: 6% T: 4% |
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| Lemos, I. L. |
| Gaming | Survey | VAT(CIUS), IAT, GAS | Brazil | Young adults | 19.8% | ∼ 50%* | One month (year N/A) | N/A | |
| Liang, L. |
| GIU | Survey | YDQ/IAT | China | Children and adolescents | 76.5% | 49% | 2009–2011 (three years) | N/A | |
| Liau, A. K. |
| Gaming | Survey | Singapore | Children and adolescents | 84.5% | 73% | 2007–2009 | T1: 9.9% T2: 8.8% T3: 7.6% | ||
| Lin, C. H. |
| GIU | Survey | LC-PIU | Taiwan | Young adults | 85.5% | 51.1% | 2009–2011 | N/A | |
| Liu, S. |
| Gaming | Survey |
| China | Children/young adolescents | 80.8% | 54% | 18 months | T1: 3.6% T4: 4.3% | |
| Meerkerk, G-J. |
| GIU | Survey | CIUS | Netherlands | Adults | 51.0% | 49% | One year (2002–2003) | N/A | |
| Mittal, V. A. |
| GIU | Survey | YDQ/IAT | United States | Young adults | N/A | 63% | Two months | N/A (sample divided into two groups like a treatment study) | |
| Muusses, L. D. |
| GIU | Survey | CIUS | Netherlands | Adults | 70.4% | 50% | Five years (2005–2010) | N/A | |
| Quinones, C. |
| GIU | Survey | CIUS | N/A | Adults | 47.3% | 53% | Six months | N/A | |
| Rehbein, F. |
| Gaming | Survey | CSAS | Germany | Children and adolescents | 87.9% | 45.3% | 2005–2010 | T2: 2.6% were at risk, and 1.3% addicted to video games | |
| Rothmund, T. |
| Gaming | Survey | Gentile (2009) | Germany | Adolescents | 64.6% | 47% (8% did not indicate gender) | One year | T1: 10.4% T2: 7.1% Persistence: 27% | |
| Salmela-Aro, K. |
| GIU | Survey | Resp’s desire, harmful-ness, compulsiveness in ICT: s | Finland | Adolescents | N/A | Study 1: 42% | 2013–2014 | N/A | |
| Sanders, J. L. |
| Gaming | Survey | BAM-VG | Canada | Adults | 91.3% | 61% | One month | 7.1% | |
| Scharkow, M. |
| Gaming | Survey | GAS | Germany | Adults and adolescents | 20.0% | 59% | 2011–2013 | Problematic game users: T1: 3.7%, T2: 3.2%, T3: 2.7%. Retention 26.5% | |
| Schmitt, Z. L. |
| Gaming | Survey | Gentile | United States | Young adults | N/A | 100% | One year of college | N/A | |
| Selfhout, M. H. W. |
| GIU | Survey | No specific scale | Netherlands | Adolescents | N/A | 49% | One year | N/A | |
| Shek, D. T. L. |
| GIU | Survey | YDQ/IAT | China | Children and adolescents | N/A | 52% | 2009–2015 | T1: 26.2% T2: 26.8% T3: 22.3% T4: 20.1% T5: 19.4% T6: 17.0% | |
| Shek, D. T. L. |
| GIU | Survey | YDQ/IAT | China | Children and adolescents | 81.1% | 52% | One year 2009/2010–2010/2011 | T1: 26.4% T2: 26.7% | |
| Stavropoulos, V., Kuss, D. |
| GIU | Survey | YDQ/IAT | Greece | Adolescents | 56.0% | 46% | Two years | N/A | |
| Stavropoulos, V., Kuss, D. J. |
| GIU | Survey | YDQ/IAT | Greece | Adolescents | 56.0% | 46% | Two years | N/A | |
| Stavropoulos, V., Gentile, D. |
| GIU | Survey | YDQ/IAT | Greece | Adolescents | 56.0% | 46% | Two years | N/A | |
| Stavropoulos, V., Gomez, R. |
| GIU and Gaming | Survey | YDQ/IAT | Greece | Adolescents | 56.0% | 46% | Two years | N/A | |
| Strittmatter, E. |
| GIU | Survey | YDQ/IAT | Germany | Adolescents | 35.7% | 48% | Two years | T0: 4.3% T1: 2.7% T2: 3.1%. 0.58% persisted for two years. | |
| Sun, P. |
| GIU | Survey | Davis PIU | United States and China | Adolescents | 70.5% | 57% | One year | Chinese female: 5.8% Chinese male: 15.7% | |
| Sussman, S. |
| GIU | Survey | No specific scale | United States | Young adults | 75.0% | 48% | One year | Ever addicted to internet: T1: 14.5% T2: 15.8% | |
| Thege, B. K. |
| Gaming and SAMNCC | Survey | Problem and Pathological Gambling Measure | Canada | Adults | 93.0% | 45% | Five years (2006–2011) | Online chat: T1: 1.5% T5: 0.3% Video gaming: T1: 1.7% T5: 1.2% | |
| Thomee, S. |
| GIU | Survey | No specific scale | Sweden | Young adults | 73.0% | 35% | One year (2007–2008) | N/A | |
| Thorsteinsson, E. B. |
| GIU | Survey | CIUS | Australia | Adolescents | 43.0% | 51% | 12 months (year N/A) | N/A | |
| Tian, Y. |
| GIU | Survey | YDQ/IAT | China | Adolescents | 72.2% | 38% | Six months | N/A | |
| Van den Eijnden, R. J. J. M. |
| GIU | Survey | CIUS | Netherlands | Adolescents | 31.0% | 32% | Six months | N/A | |
| Van den Eijnden, R. J. J. M. |
| GIU and SAMNCC | Survey | CIUS | Netherlands | Adolescents | 93.6% | 48% | Six months (2003–2004) | N/A | |
| Van Rooij, A. J. |
| GIU | Survey | CIUS | Netherlands | Adolescents | N/A | 51% | One year (2007–2008) | N/A | |
| Van Rooij, A. J. |
| Gaming | Survey | CIUS | Netherlands | Adolescents | N/A (gamers sub-sample) | 49% | One year (2008–2009) | T1: 1.6% T2: 1.5% | |
| Van Zalk, N. |
| SAMNCC | Survey | CIUS | Sweden | Children/young adolescents | 91.0% | 49% | 2010–2012 (around 16 months) | N/A | |
| Weinstein, N. |
| Gaming | Survey | N/A | United States | Adults | 79.5% | 38% | Six months, 2015–2016 | T1: 1.49% T2: 0.99% “suffered significant stress due to gaming”: T1: 0.38% T2: 0.30% | |
| Vernon, L. |
| SAMNCC | Survey | YDQ/IAT | Australia | Adolescents | N/A | 41% | Three years | N/A | |
| Wohn, D. Y. |
| SAMNCC | Survey | United States | Young adults | N/A | 30% | ∼ six months | N/A | ||
| Wu, J. Y. W. |
| GIU | Survey | CIAS | Taiwan | Young adults | 34.1% | 38% | One year | N/A | |
| Yang, S. J. |
| GIU | Survey | No specific scale | South Korea | Adolescents | 89.2% | 48% | Two years (baseline 2004) | 8.5% for academic purposes and 21.8% | |
| Yao, B. |
| GIU | Case control | YDQ/IAT | China | Young adults | N/A | 100% | 2009–2011 | N/A | |
| Yao, M. Z., Zhong, Z-J. |
| GIU | Survey | YDQ/IAT | China | Young adults | 56.8% | 52% (about 10% did not report sex) | Four months | N/A | |
| Yen, J. Y. |
| GIU | Survey | CIAS | Taiwan | Adolescents | 93.4% | 50% | One year (2005–2006) | 10.6% | |
| Yu, C. |
| Gaming | Survey | Gentile | China | Adolescents | 82.6% | 41% | Two years (2011–2013 | 7th grade: 5.80% | |
| Yu, L. |
| GIU | Survey | YDQ/IAT | China | Children/young adolescents | 80.2% | 54% | Three years | Wave 1: 26.4% Wave 2: 26.6% Wave 3: 22.5% | |
| Zhang, C. |
| GIU | Survey | YDQ/IAT | United States | From adolescence to midlife | 56.3% | 51% | 1975–2013 | 5.9% (fulfilled 3 out of 8 criteria) / 1.8% (fulfilled 5 or more criteria) | |
| Zhu, J. |
| Gaming | Survey | YDQ/IAT | China | Adolescents | 80.3% | 53% | 2012–2013 | N/A |
Note. BAM-VG = Behavioral Addiction Measure-Video Gaming; CIAS = Chen Internet Addiction Scale; CIUS = Compulsive Internet Use Scale; CSAS = Computerspielabhängigkeitsskala (Eng. Video Game Addiction Scale); DSM-IV = Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition; GAS = Game Addiction Scale; GPIUS = Generalized Problematic Internet Use Scale; GIU = general internet use; IAT = Internet Addiction Test; IGDS-SF9 = Nine-item Internet Gaming Disorder Scale Short Form; IU = internet use; LC-PIU = Lifestyle Changes in Regard to Problematic Internet Use; MPOGQ = Motivation to Play in Online Games Questionnaire; MPPUS = Mobile Phone Problem Use Scale; MPU = mobile phone use; N/A = not available; PIU = problematic internet use; PVGU = Pathologic Video Game Use; SAMNCC = social app/media, networking communication, chat; VAT = Video Game Addiction Test; YDQ = Young Diagnostic Questionnaire.
* Children < 10, Adolescents 15 +/- 4 yrs, Young Adults 18–24, Adults 18+, All ages.
Figure 2.Published longitudinal studies on problematic internet use, 2006–2017.
Diagnostic elements in most frequently used scales.
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| Preoccupation/salience | X | X | X | X | X | X | ||||
| Tolerance | X | X | X | X | X | X | ||||
| Trouble limiting use/impulse | X | X | X | X | X | X | X | X | X | X |
| Withdrawal | X | X | X | X | X | X | X | |||
| External problems/conflict/neglect/ | X | X | X | X | X | X | X | X | ||
| Mood modification/coping/distraction | X | X | X | X | X | X | ||||
| Failed time management | X | x | X | X | ||||||
| Lying about use | X | |||||||||
| Loneliness/depression | X | |||||||||
| Social conformity | X | |||||||||
| Preference for social interaction | X |
Note. CIAS = Chen Internet Addiction Scale; CIUS = Compulsive Internet Use Scale; GAS = Game Addiction Scale; CSAS/CSAS II = Computerspielabhängigkeitsskala (Eng. Video Game Addiction Scale); GPIUS2 = Generalized Problematic Internet Use Scale 2; LC-PIU = Lifestyle Changes in Regard to Problematic Internet Use; PIUQ = Problematic Internet Use Questionnaire.
Figure 3.Sample origins.