| Literature DB >> 35896018 |
Mathieu Boudard1,2, Jean-Marc Alexandre1,2, Charlotte Kervran1,3, Louise Jakubiec1,2, Dvora Shmulewitz4, Deborah Hasin4, Lucie Fournet1,2, Christophe Rassis1,2, Patrice Claverie5, Fuschia Serre1,2, Marc Auriacombe1,2.
Abstract
BACKGROUND: Screen use is part of daily life worldwide and morbidity related to excess use of screens has been reported. Some use of screens in excess could indicate a screen use disorder (ScUD). An integrative approach to ScUD could better fit the polymodal reality of screens, and concurrent problems with screens, than a split approach, activity by activity. In that paradigm, a pragmatic and operationalized approach to study a potential ScUD requires the use of common criteria, for all screens and activities done on screens, in a single questionnaire.Entities:
Keywords: Item Response Theory; internet gaming disorder; screen addiction; screen media use; screen use disorder
Mesh:
Substances:
Year: 2022 PMID: 35896018 PMCID: PMC9377463 DOI: 10.2196/31803
Source DB: PubMed Journal: J Med Internet Res ISSN: 1438-8871 Impact factor: 7.076
Figure 1Flow chart of questionnaires selection process.
Screen use disorder criteria.
| Criteria | Internet gaming disorder | Screen use disorder |
| Preoccupation | Do you spend a lot of time thinking about games even when you are not playing, or planning when you can play next? | Do you spend a lot of time thinking about screens, even when you are not using them, or planning when you can use them next? |
| Withdrawal | Do you feel restless, irritable, moody, angry, anxious, or sad when attempting to cut down or stop gaming, or when you are unable to play? | Do you feel restless, irritable, moody, angry, anxious, or sad when attempting to cut down or stop using screens, or when you are unable to use screens? |
| Tolerance | Do you feel the need to play for increasing amounts of time, play more exciting games, or use more powerful equipment to get the same amount of excitement you used to get? | Do you feel the need to use screens for increasing amounts of time, use more exciting screens, or use more powerful equipment to get the same amount of excitement you used to get? |
| Loss of control | Do you feel that you should play less, but are unable to cut back on the amount of time you spend playing games? | Do you feel that you should use less screens, but are unable to cut back on the amount of time you spend using screens? |
| Loss of interest | Do you lose interest in or reduce participation in other recreational activities (hobbies, meetings with friends) due to gaming? | Do you lose interest in or reduce participation in other recreational activities (hobbies, meetings with friends) due to screens? |
| Continue despite problems | Do you continue to play games even though you are aware of negative consequences, such as not getting enough sleep, being late to school/work, spending too much money, having arguments with others, or neglecting important duties? | Do you continue to use screens even though you are aware of negative consequences, such as not getting enough sleep, being late to school/work, spending too much money, having arguments with others, or neglecting important duties? |
| Deceive/cover up | Do you lie to family, friends, or others about how much you game, or try to keep your family or friends from knowing how much you game? | Do you lie to family, friends, or others about how much you use screens, or try to keep your family or friends from knowing how much you use screens? |
| Escape adverse mood | Do you game to escape from or forget about personal problems, or to relieve uncomfortable feelings such as guilt, anxiety, helplessness, or depression? | Do you use screens to escape from or forget about personal problems, or to relieve uncomfortable feelings such as guilt, anxiety, helplessness, or depression? |
| Risk/lose relationship/opportunities | Do you risk or lose significant relationships, or job, educational, or career opportunities because of gaming? | Do you risk or lose significant relationships, or job, educational, or career opportunities because of screen use? |
Demographic characteristics, screen use (any), and screen use disorder (n=300).
| Characteristics | Sample | |
| Age, mean (SD) | 27 (18.9) | |
| Age, median | 15 | |
| Males, n (%) | 129 (43.0) | |
| <18-year olds, n (%) | 160 (53.3) | |
| Screen use (every day), n (%) | 297 (99.0) | |
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| |
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| 0 | 166 (55.3) |
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| ≥1 | 134 (44.7) |
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| ≥2 | 58 (19.3) |
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| ≥3 | 23 (7.7) |
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| ≥4 | 7 (2.3) |
|
| ≥5 | 5 (1.7) |
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| ≥6 | 3 (1.0) |
|
| 7 | 1 (0.3) |
Parameter estimates from confirmatory factor analysis/Item Response Theory analysis in screen use disorder.
| Screen use disorder criteria | Factor loadinga | Screen use (n=300) | |||||
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| Item Response Theory parameters | |||||
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| 1-factor model | Prevalence (N=300), n (%) | Difficulty rank | ||||
| Preoccupation | 0.726 | 52 (17.3) | 1.279 (0.224) | 1 | 1.882 (0.618) | 2 | |
| Withdrawal | 0.457 | 10 (3.3) | 3.656 (1.515) | 9 | 1.058 (0.569) | 7 | |
| Tolerance | 0.493 | 7 (2.3) | 3.290 (0.855) | 8 | 1.404 (0.500) | 5 | |
| Loss of control | 0.477 | 60 (20.0) | 1.806 (0.484) | 2 | 0.884 (0.284) | 9 | |
| Loss of interests | 0.779 | 21 (7.0) | 1.962 (0.350) | 3 | 2.027 (0.714) | 1 | |
| Continue despite problems | 0.499 | 44 (14.7) | 2.009 (0.468) | 4 | 1.047 (0.317) | 8 | |
| Deceive/cover up | 0.649 | 10 (3.3) | 2.658 (0.523) | 5 | 1.735 (0.564) | 3 | |
| Escape adverse mood | 0.568 | 21 (7.0) | 2.664 (0.704) | 6 | 1.174 (0.429) | 6 | |
| Risk/lose relationship/opportunities | 0.650 | 6 (2.0) | 3.020 (0.856) | 7 | 1.721 (0.823) | 4 | |
aModel fit indices: comparative fit index 1.000; Tucker-Lewis Index 1.026; root mean square error of approximation ≤0.0001.
Figure 2ICC for IGD criteria adapted to screen use disorder in the general population sample of a French suburban city. ICC: item characteristics curve; IGD: internet gaming disorder.
Figure 3IICs and TICS for IGD criteria adapted to screen use disorder in the general population sample of a French suburban city. IGD: internet gaming disorder; IIC: item information curve; TIC: total information curve.
Main screen and activity for participants with no ScUDa criteria and at least one ScUD criteria. Description of screen type and activities considered as problematic for participants with at least one ScUD criteria.
| Activities (several answers possible) | Participants with no ScUD criteria (n=166) | Participants with 1 or more ScUD criteria (n=134) | Univariate analysis: | Multivariate analysis: adjusted | |
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| TV | 103 (62.0) | 57 (42.5) | <.001 | .06b |
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| Smartphone | 55 (33.1) | 60 (44.8) | .04 | .41 |
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| Computer | 24 (14.5) | 32 (23.9) | .04 | .004 |
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| Tablet | 20 (12.0) | 23 (17.2) | .21 | .73 |
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| Handheld console | 7 (4.2) | 11 (8.2) | .15 | .30 |
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| TV | —c | 58 (21.6) | — | — |
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| Smartphone | — | 69 (25.7) | — | — |
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| Computer | — | 61 (22.7) | — | — |
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| Tablet | — | 45 (16.7) | — | — |
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| Handheld console | — | 31 (11.5) | — | — |
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| Other | — | 5 (1.9) | — | — |
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| News and information | — | 17 (8.8) | — | — |
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| Work-related activities | — | 8 (4.1) | — | — |
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| Others | — | 27 (13.9) | — | — |
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| Communication/social | — | 71 (36.6) | — | — |
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| Video gaming | — | 61 (31.4) | — | — |
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| Purchase | — | 6 (3.1) | — | — |
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| Gambling | — | 4 (2.1) | — | — |
aScUD: screen use disorder.
bNot significant.
cNot applicable.