| Literature DB >> 35947621 |
Norman R Greenberg1, Zu Wei Zhai2,3, Rani A Hoff3, Suchitra Krishnan-Sarin3, Marc N Potenza3,4,5,6,7.
Abstract
Problematic video gaming (PVG) and problematic shopping (PS) are addictive behaviors prevalent in adolescents, characterized by positive and negative reinforcement, and associated with psychosocial impairment. This study examined how PS and PVG relate in adolescents. It also examined how PS interacts with PVG in relation to health/functioning measures. Survey data from 3,657 Connecticut high-school students were evaluated. Chi-square analyses and logistic regression models were used to assess relationships between PS and measures of PVG. Interaction analyses measured effects of PS on relationships between PVG and health/functioning measures. Relative to adolescents without PS, those with PS had 8.79-fold higher odds of exhibiting PVG and were more likely to endorse gaming to relieve anxiety and impairment due to gaming. Interaction analyses revealed that in adolescents with PS, the relationships between PVG and aggressive behaviors, including fighting, serious fighting leading to physical injury, and weapon-carrying, were stronger than in adolescents without PS. PS strongly relates to PVG, and among youth reporting PS, there are stronger associations between PVG and aggressive behaviors. Prevention efforts for adolescents should consider the co-occurrence of PS and PVG. PS and PVG may be linked by negative reinforcement and propensities for aggressive and addictive behaviors, suggesting that further research should explore possible interventions targeting stress management and maladaptive coping.Entities:
Mesh:
Year: 2022 PMID: 35947621 PMCID: PMC9365157 DOI: 10.1371/journal.pone.0272228
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.752
Sociodemographic characteristics of adolescents with and without problematic shopping.
| Non-Problematic Shopping (N = 3569) | Problematic Shopping (N = 88) | |||||
|---|---|---|---|---|---|---|
| Dependent Variable | N | % | N | % | χ2 | p-value |
| Gender | 17.05 | <0.001 | ||||
| Male | 1623 | 45.47% | 20 | 22.73% | ||
| Female | 1946 | 54.53% | 68 | 77.27% | ||
| Race/Ethnicity | ||||||
| White/Caucasian | 0.63 | 0.43 | ||||
| No | 862 | 24.15% | 25 | 28.41% | ||
| Yes | 2707 | 75.85% | 63 | 71.59% | ||
| Black/African-American | 0.02 | 0.88 | ||||
| No | 3321 | 93.05% | 81 | 92.05% | ||
| Yes | 248 | 6.95% | 7 | 7.95% | ||
| Asian | 0.08 | 0.78 | ||||
| No | 3446 | 96.55% | 85 | 96.59% | ||
| Yes | 123 | 3.45% | 3 | 3.41% | ||
| Hispanic | 0.8 | 0.37 | ||||
| No | 3279 | 91.87% | 78 | 88.64% | ||
| Yes | 290 | 8.13% | 10 | 11.36% | ||
| Other | <0.001 | 1.00 | ||||
| No | 3368 | 94.37% | 83 | 94.32% | ||
| Yes | 201 | 5.63% | 5 | 5.68% | ||
| Grade | 8.02 | 0.046 | ||||
| 9th | 1093 | 30.62% | 19 | 21.59% | ||
| 10th | 976 | 27.35% | 19 | 21.59% | ||
| 11th | 944 | 26.45% | 30 | 34.09% | ||
| 12th | 556 | 15.58% | 20 | 22.73% | ||
| Family Structure | 3.73 | 0.15 | ||||
| One parent | 818 | 22.92% | 21 | 23.86% | ||
| Two parents | 2582 | 72.35% | 59 | 67.05% | ||
| Other | 169 | 4.74% | 8 | 9.09% | ||
| Problematic Video Gaming | 11.65 | <0.001 | ||||
| Non-Problematic Video Gaming | 3497 | 97.98% | 81 | 92.05% | ||
| Problematic Video Gaming | 72 | 2.02% | 7 | 7.95% | ||
* p-values were calculated using chi-squared tests with Yates’ continuity correction
Sociodemographic characteristics of adolescents with and without problematic video gaming.
| Non-PVG (N = 3578) | PVG (N = 79) | |||||
|---|---|---|---|---|---|---|
| Dependent Variable | N | % | N | % | χ2 | p-value |
| Gender | 44 | <0.001 | ||||
| Male | 1578 | 44.10% | 65 | 82.28% | ||
| Female | 2000 | 55.90% | 14 | 17.72% | ||
| Race/Ethnicity | ||||||
| White/Caucasian | 3.79 | 0.051 | ||||
| No | 860 | 24.04% | 27 | 34.18% | ||
| Yes | 2718 | 75.96% | 52 | 65.82% | ||
| Black/African-American | 0.2 | 0.66 | ||||
| No | 3330 | 93.07% | 72 | 91.14% | ||
| Yes | 248 | 6.93% | 7 | 8.86% | ||
| Asian | 8.88 | 0.003 | ||||
| No | 3460 | 96.70% | 71 | 89.87% | ||
| Yes | 118 | 3.30% | 8 | 10.13% | ||
| Hispanic | <0.001 | 1.00 | ||||
| No | 3284 | 91.78% | 73 | 92.41% | ||
| Yes | 294 | 8.22% | 6 | 7.59% | ||
| Other | 0.45 | |||||
| No | 3378 | 94.41% | 73 | 92.41% | ||
| Yes | 200 | 5.59% | 6 | 7.59% | ||
| Grade | 1.74 | 0.63 | ||||
| 9th | 1091 | 30.49% | 21 | 26.58% | ||
| 10th | 972 | 27.17% | 23 | 29.11% | ||
| 11th | 955 | 26.69% | 19 | 24.05% | ||
| 12th | 560 | 15.65% | 16 | 20.25% | ||
| Family Structure | 0.53 | |||||
| One parent | 825 | 23.06% | 14 | 17.72% | ||
| Two parents | 2580 | 72.11% | 61 | 77.22% | ||
| Other | 173 | 4.84% | 4 | 5.06% | ||
| Problematic Shopping | 0.003 | |||||
| No Problematic Shopping | 3497 | 97.74% | 72 | 91.14% | ||
| Problematic Shopping | 81 | 2.26% | 7 | 8.86% | ||
PVG, problematic video gaming.
*p-values were calculated using chi-squared tests with Yates’ continuity correction, unless otherwise specified
^ p-values were calculated using Fisher’s Exact Test
Sociodemographic characteristics of adolescents with problematic video gaming stratified by problematic-shopping status.
| Non-Problematic Shopping (N = 72) | Problematic Shopping (N = 7) | ||||
|---|---|---|---|---|---|
| Dependent Variable | N | % | N | % | p-value |
| Gender | 0.02 | ||||
| Male | 62 | 86.11% | 3 | 42.86% | |
| Female | 10 | 13.89% | 4 | 57.14% | |
| Race/Ethnicity | |||||
| White/Caucasian | 0.41 | ||||
| No | 26 | 36.11% | 1 | 14.29% | |
| Yes | 46 | 63.89% | 6 | 85.71% | |
| Black/African-American | 1.00 | ||||
| No | 65 | 90.28% | 7 | 100.00% | |
| Yes | 7 | 9.72% | 0 | 0.00% | |
| Asian | 0.54 | ||||
| No | 65 | 90.28% | 6 | 85.71% | |
| Yes | 7 | 9.72% | 1 | 14.29% | |
| Hispanic | 1.00 | ||||
| No | 66 | 91.67% | 7 | 100.00% | |
| Yes | 6 | 8.33% | 0 | 0.00% | |
| Other | 1.00 | ||||
| No | 66 | 91.67% | 7 | 100.00% | |
| Yes | 6 | 8.33% | 0 | 0.00% | |
| Grade | 0.39 | ||||
| 9th | 20 | 27.78% | 1 | 14.29% | |
| 10th | 22 | 30.56% | 1 | 14.29% | |
| 11th | 17 | 23.61% | 2 | 28.57% | |
| 12th | 13 | 18.06% | 3 | 42.86% | |
| Family Structure | 0.32 | ||||
| One parent | 14 | 19.44% | 0 | 0.00% | |
| Two parents | 54 | 75.00% | 7 | 100.00% | |
| Other | 4 | 5.56% | 0 | 0.00% | |
*p-values were calculated using Fisher’s Exact Test
Adjusted multivariate analysis of problematic video gaming in adolescents stratified by problematic-shopping status.
| Problematic Shopping vs. Non-Problematic Shopping | |||
|---|---|---|---|
| Dependent Variable | OR | 95%CI | p-value |
| Problematic Video Gaming | 8.79 | 3.53, 21.86 | <0.001 |
|
| |||
| Attempt to Reduce | 2.87 | 1.41, 5.85 | 0.004 |
| Perceived Problem | 4.27 | 1.79, 10.17 | 0.001 |
| Family Concern | 2.12 | 1.02, 4.44 | 0.045 |
| Missed School, Work, Activity | 4.00 | 1.90, 8.41 | <0.001 |
| Irresistible Urges for Behavior | 2.15 | 1.00, 4.64 | 0.05 |
| Anxiety or Tension Relieved Only by Behavior | 3.67 | 1.76, 7.64 | <0.001 |
Multivariate analysis adjusted for sex, ethnicity, grade level, and family structure.
Adjusted multivariate analysis of problematic video gaming in adolescents stratified by each problematic-shopping measure.
| Problematic Video Gaming vs. Non-problematic Video Gaming | |||
|---|---|---|---|
| Dependent Variable | OR | 95%CI | p-value |
|
| |||
| Attempt to Reduce | 2.41 | 1.21, 4.80 | 0.01 |
| Family Concern | 2.37 | 1.18, 4.77 | 0.02 |
| Missed School, Work, Activity | 3.24 | 1.50, 7.01 | 0.003 |
| Perceived Problem | 4.48 | 1.94, 10.33 | <0.001 |
| Irresistible Urges for Behavior | 3.59 | 1.76, 7.30 | <0.001 |
| Tension Relieved Only by Behavior | 4.24 | 2.00, 8.99 | <0.001 |
Multivariate analysis adjusted for sex, ethnicity, grade level, and family structure.
Adjusted Multivariate analyses of PVG on health/functioning measures stratified by problematic-shopping status.
| Non-Problematic Shopping | Problematic Shopping | Problematic shopping (PVG vs. Non-PVG) vs. Non Problematic Shopping (PVG vs. non-PVG) interaction | |||||||
|---|---|---|---|---|---|---|---|---|---|
| PVG vs. non-PVG | PVG vs. non-PVG | ||||||||
| Dependent Variable | OR | 95%CI | p-value | OR | 95%CI | p-value | Interaction OR | 95%CI | p-value |
| Extracurricular Activities | 0.84 | 0.50, 1.43 | 0.53 | 2.18 | 0.18, 25.81 | 0.54 | 0.91 | 0.15, 5.57 | 0.92 |
| Lifetime Marijuana | 0.95 | 0.56, 1.61 | 0.85 | 1.22 | 0.16, 9.18 | 0.85 | 1.75 | 0.27, 11.31 | 0.55 |
| Lifetime Alcohol Binge | 1.20 | 0.70, 2.04 | 0.5 | 0.37 | 0.06. 2.39 | 0.29 | 0.48 | 0.09, 2.63 | 0.4 |
| Self-reported Alcohol Problem | 1.95 | 0.75, 5.05 | 0.17 | 3.81 | 0.42, 34.90 | 0.24 | 5.53 | 0.80, 38.22 | 0.08 |
| Regular Smoking | 1.38 | 0.83, 2.29 | 0.22 | 0.84 | 0.07, 9.87 | 0.89 | 2.05 | 0.21, 20.27 | 0.54 |
| Lifetime Drug Use | 1.81 | 0.85, 3.84 | 0.12 | 3.91 | 0.20, 76.93 | 0.37 | 4.11 | 0.51, 32.80 | 0.18 |
| Dysphoria | 3.29 | 1.95, 5.55 | <0.001 | 26.26 | 1.90, 363.08 | 0.01 | 4.35 | 0.46, 41.43 | 0.2 |
| Fight | 1.11 | 0.67, 1.83 | 0.69 | 8.85 | 0.78, 100.61 | 0.08 | 11.98 | 1.26, 114.13 | 0.03 |
| Serious Fight | 2.29 | 1.15, 4.55 | 0.02 | 13.09 | 1.04, 164.04 | 0.046 | 7.82 | 1.15, 53.27 | 0.04 |
| Weapon Carrying | 1.16 | 0.66. 2.02 | 0.61 | 72.89 | 4.88, 1089.80 | 0.002 | 40.76 | 3.96, 419.97 | 0.002 |
Multivariate analysis adjusted for sex, ethnicity, grade level, and family structure.
PVG, problematic video gaming.