TY - JOUR
T1 - Gaming addiction, problematic gaming and engaged gaming – Prevalence and associated characteristics
AU - André, Frida
AU - Broman, Niroshani
AU - Håkansson, Anders
AU - Claesdotter-Knutsson, Emma
PY - 2020
Y1 - 2020
N2 - Introduction: Gaming disorder was included in the 11th revision of the International Classification of Diseases (ICD 11) and the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) included Internet Gaming Disorder as a tentative diagnosis. Most scholars agree upon the potential risk for pathological use of video games. The primary aim of this study was to investigate the prevalence of engaged gamers, problem gamers and addicted gamers. The secondary aim was to describe these groups in terms of gender, age, social satisfaction, psychological wellbeing and hours spent chatting on internet/social media. Methods: We used survey-based data for this population-based research. The data was collected online in two different settings in 2017. In total 2075 participants were included. Results: 4.5 percent met the criteria for highly engaged gaming, 5.3 percent were shown to be problem gamers and 1.2 percent met the cut off for game addiction. Young age, hours chatting on internet/social media, experiencing loneliness and considering seeking treatment for psychological distress were associated with both engaged, problematic and addictive gaming. Male gender was associated to problematic and addictive gaming. Hours spent chatting showed a greater correlation to problem/addictive gaming than to engaged gaming. Conclusion: The results of this study indicate that both highly engaged gamers, problem gamers and addicted gamers all experience loneliness and psychological distress to a greater extent than the remaining study participants. This adds to the knowledge of prevalence and features of gaming disorder. Additionally, preferably longitudinal research is needed in order to understand causality.
AB - Introduction: Gaming disorder was included in the 11th revision of the International Classification of Diseases (ICD 11) and the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) included Internet Gaming Disorder as a tentative diagnosis. Most scholars agree upon the potential risk for pathological use of video games. The primary aim of this study was to investigate the prevalence of engaged gamers, problem gamers and addicted gamers. The secondary aim was to describe these groups in terms of gender, age, social satisfaction, psychological wellbeing and hours spent chatting on internet/social media. Methods: We used survey-based data for this population-based research. The data was collected online in two different settings in 2017. In total 2075 participants were included. Results: 4.5 percent met the criteria for highly engaged gaming, 5.3 percent were shown to be problem gamers and 1.2 percent met the cut off for game addiction. Young age, hours chatting on internet/social media, experiencing loneliness and considering seeking treatment for psychological distress were associated with both engaged, problematic and addictive gaming. Male gender was associated to problematic and addictive gaming. Hours spent chatting showed a greater correlation to problem/addictive gaming than to engaged gaming. Conclusion: The results of this study indicate that both highly engaged gamers, problem gamers and addicted gamers all experience loneliness and psychological distress to a greater extent than the remaining study participants. This adds to the knowledge of prevalence and features of gaming disorder. Additionally, preferably longitudinal research is needed in order to understand causality.
KW - Gaming
KW - Gaming addiction
KW - GAS
KW - Risk factors
U2 - 10.1016/j.abrep.2020.100324
DO - 10.1016/j.abrep.2020.100324
M3 - Article
C2 - 33354616
AN - SCOPUS:85097779560
SN - 2352-8532
VL - 12
JO - Addictive Behaviors Reports
JF - Addictive Behaviors Reports
M1 - 100324
ER -