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The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents
Aims: The current study explored the nature of problematic (addictive) video gaming (PVG) and the association with game type, psychosocial health, and substance use. Methods: Data were collected using a paper and pencil survey in the classroom setting. Three samples were aggregated to achieve a tota...
Autores principales: | , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Akadémiai Kiadó
2014
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4189309/ https://www.ncbi.nlm.nih.gov/pubmed/25317339 http://dx.doi.org/10.1556/JBA.3.2014.013 |
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author | VAN ROOIJ, ANTONIUS J. KUSS, DARIA J. GRIFFITHS, MARK D. SHORTER, GILLIAN W. SCHOENMAKERS, M. TIM VAN DE MHEEN, DIKE |
author_facet | VAN ROOIJ, ANTONIUS J. KUSS, DARIA J. GRIFFITHS, MARK D. SHORTER, GILLIAN W. SCHOENMAKERS, M. TIM VAN DE MHEEN, DIKE |
author_sort | VAN ROOIJ, ANTONIUS J. |
collection | PubMed |
description | Aims: The current study explored the nature of problematic (addictive) video gaming (PVG) and the association with game type, psychosocial health, and substance use. Methods: Data were collected using a paper and pencil survey in the classroom setting. Three samples were aggregated to achieve a total sample of 8478 unique adolescents. Scales included measures of game use, game type, the Video game Addiction Test (VAT), depressive mood, negative self-esteem, loneliness, social anxiety, education performance, and use of cannabis, alcohol and nicotine (smoking). Results: Findings confirmed problematic gaming is most common amongst adolescent gamers who play multiplayer online games. Boys (60%) were more likely to play online games than girls (14%) and problematic gamers were more likely to be boys (5%) than girls (1%). High problematic gamers showed higher scores on depressive mood, loneliness, social anxiety, negative self-esteem, and self-reported lower school performance. Nicotine, alcohol, and cannabis using boys were almost twice more likely to report high PVG than non-users. Conclusions: It appears that online gaming in general is not necessarily associated with problems. However, problematic gamers do seem to play online games more often, and a small subgroup of gamers – specifically boys – showed lower psychosocial functioning and lower grades. Moreover, associations with alcohol, nicotine, and cannabis use are found. It would appear that problematic gaming is an undesirable problem for a small subgroup of gamers. The findings encourage further exploration of the role of psychoactive substance use in problematic gaming. |
format | Online Article Text |
id | pubmed-4189309 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2014 |
publisher | Akadémiai Kiadó |
record_format | MEDLINE/PubMed |
spelling | pubmed-41893092014-10-14 The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents VAN ROOIJ, ANTONIUS J. KUSS, DARIA J. GRIFFITHS, MARK D. SHORTER, GILLIAN W. SCHOENMAKERS, M. TIM VAN DE MHEEN, DIKE J Behav Addict Full-Length Report Aims: The current study explored the nature of problematic (addictive) video gaming (PVG) and the association with game type, psychosocial health, and substance use. Methods: Data were collected using a paper and pencil survey in the classroom setting. Three samples were aggregated to achieve a total sample of 8478 unique adolescents. Scales included measures of game use, game type, the Video game Addiction Test (VAT), depressive mood, negative self-esteem, loneliness, social anxiety, education performance, and use of cannabis, alcohol and nicotine (smoking). Results: Findings confirmed problematic gaming is most common amongst adolescent gamers who play multiplayer online games. Boys (60%) were more likely to play online games than girls (14%) and problematic gamers were more likely to be boys (5%) than girls (1%). High problematic gamers showed higher scores on depressive mood, loneliness, social anxiety, negative self-esteem, and self-reported lower school performance. Nicotine, alcohol, and cannabis using boys were almost twice more likely to report high PVG than non-users. Conclusions: It appears that online gaming in general is not necessarily associated with problems. However, problematic gamers do seem to play online games more often, and a small subgroup of gamers – specifically boys – showed lower psychosocial functioning and lower grades. Moreover, associations with alcohol, nicotine, and cannabis use are found. It would appear that problematic gaming is an undesirable problem for a small subgroup of gamers. The findings encourage further exploration of the role of psychoactive substance use in problematic gaming. Akadémiai Kiadó 2014-09 2014-08-26 /pmc/articles/PMC4189309/ /pubmed/25317339 http://dx.doi.org/10.1556/JBA.3.2014.013 Text en © 2014 Akadémiai Kiadó http://creativecommons.org/licenses/by/2.5/ This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. |
spellingShingle | Full-Length Report VAN ROOIJ, ANTONIUS J. KUSS, DARIA J. GRIFFITHS, MARK D. SHORTER, GILLIAN W. SCHOENMAKERS, M. TIM VAN DE MHEEN, DIKE The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents |
title | The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents |
title_full | The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents |
title_fullStr | The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents |
title_full_unstemmed | The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents |
title_short | The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents |
title_sort | (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents |
topic | Full-Length Report |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4189309/ https://www.ncbi.nlm.nih.gov/pubmed/25317339 http://dx.doi.org/10.1556/JBA.3.2014.013 |
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