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Normative, passionate, or problematic? Identification of adolescent gamer subtypes over time
BACKGROUND AND AIMS: For most youngsters, gaming is a fun and innocent leisure activity. However, some adolescents are prone to develop problematic gaming behavior. It is therefore important to have a comprehensive understanding of psychosocial and game-related characteristics that differentiate hig...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Akadémiai Kiadó
2019
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7044612/ https://www.ncbi.nlm.nih.gov/pubmed/31545097 http://dx.doi.org/10.1556/2006.8.2019.55 |
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author | Peeters, Margot Koning, Ina Lemmens, Jeroen van den Eijnden, Regina |
author_facet | Peeters, Margot Koning, Ina Lemmens, Jeroen van den Eijnden, Regina |
author_sort | Peeters, Margot |
collection | PubMed |
description | BACKGROUND AND AIMS: For most youngsters, gaming is a fun and innocent leisure activity. However, some adolescents are prone to develop problematic gaming behavior. It is therefore important to have a comprehensive understanding of psychosocial and game-related characteristics that differentiate highly engaged gamers from problematic gamers. To that end, this study evaluated the stability and consistency of Internet gaming criteria (as suggested by the DSM-5) and psychosocial characteristics in a two-wave longitudinal study including 1928 young adolescents (mean age = 13.3 years, SD = 0.91, 57% boys). METHODS: A confirmatory factor analysis revealed good stability of the Internet gaming disorder (IGD) construct over time. Latent class analyses revealed three classes for boys (recreational, engaged, and problematic) and two classes for girls (recreational and engaged). RESULTS: Significant differences between classes emerged for problem criteria (conflict and problems in social life), gaming duration, impulsivity, social competence, and attention/hyperactivity. The absence of a problematic gaming class for girls suggests that girls are less likely to develop problematic gaming behavior. DISCUSSION: The IGD criteria as proposed by the DSM-5 are a helpful tool to identify problematic gamers, although the results of this study suggest that using a strict cut-off point might result in false positives, particularly for boys. Problem criteria appeared to be the most sensitive and specific in identifying the problematic gamer, whereas escapism criteria were the least specific and sensitive. Careful consideration of the current proposed criteria to identify problematic gaming behavior could benefit the research and clinical field. |
format | Online Article Text |
id | pubmed-7044612 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2019 |
publisher | Akadémiai Kiadó |
record_format | MEDLINE/PubMed |
spelling | pubmed-70446122020-03-06 Normative, passionate, or problematic? Identification of adolescent gamer subtypes over time Peeters, Margot Koning, Ina Lemmens, Jeroen van den Eijnden, Regina J Behav Addict Full-Length Report BACKGROUND AND AIMS: For most youngsters, gaming is a fun and innocent leisure activity. However, some adolescents are prone to develop problematic gaming behavior. It is therefore important to have a comprehensive understanding of psychosocial and game-related characteristics that differentiate highly engaged gamers from problematic gamers. To that end, this study evaluated the stability and consistency of Internet gaming criteria (as suggested by the DSM-5) and psychosocial characteristics in a two-wave longitudinal study including 1928 young adolescents (mean age = 13.3 years, SD = 0.91, 57% boys). METHODS: A confirmatory factor analysis revealed good stability of the Internet gaming disorder (IGD) construct over time. Latent class analyses revealed three classes for boys (recreational, engaged, and problematic) and two classes for girls (recreational and engaged). RESULTS: Significant differences between classes emerged for problem criteria (conflict and problems in social life), gaming duration, impulsivity, social competence, and attention/hyperactivity. The absence of a problematic gaming class for girls suggests that girls are less likely to develop problematic gaming behavior. DISCUSSION: The IGD criteria as proposed by the DSM-5 are a helpful tool to identify problematic gamers, although the results of this study suggest that using a strict cut-off point might result in false positives, particularly for boys. Problem criteria appeared to be the most sensitive and specific in identifying the problematic gamer, whereas escapism criteria were the least specific and sensitive. Careful consideration of the current proposed criteria to identify problematic gaming behavior could benefit the research and clinical field. Akadémiai Kiadó 2019-09-23 2019-09 /pmc/articles/PMC7044612/ /pubmed/31545097 http://dx.doi.org/10.1556/2006.8.2019.55 Text en © 2019 The Author(s) http://creativecommons.org/licenses/by-nc/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium for non-commercial purposes, provided the original author and source are credited, a link to the CC License is provided, and changes – if any – are indicated. |
spellingShingle | Full-Length Report Peeters, Margot Koning, Ina Lemmens, Jeroen van den Eijnden, Regina Normative, passionate, or problematic? Identification of adolescent gamer subtypes over time |
title | Normative, passionate, or problematic? Identification of adolescent gamer subtypes over time |
title_full | Normative, passionate, or problematic? Identification of adolescent gamer subtypes over time |
title_fullStr | Normative, passionate, or problematic? Identification of adolescent gamer subtypes over time |
title_full_unstemmed | Normative, passionate, or problematic? Identification of adolescent gamer subtypes over time |
title_short | Normative, passionate, or problematic? Identification of adolescent gamer subtypes over time |
title_sort | normative, passionate, or problematic? identification of adolescent gamer subtypes over time |
topic | Full-Length Report |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7044612/ https://www.ncbi.nlm.nih.gov/pubmed/31545097 http://dx.doi.org/10.1556/2006.8.2019.55 |
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