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Relationship between the experience of online game genre and high risk of Internet gaming disorder in Korean adolescents

OBJECTIVES: This study examined the association between high risk of Internet gaming disorder (IGD) and online game genres used by adolescents. METHODS: The data derived from the baseline data of the Internet user Cohort for Unbiased Recognition of gaming disorder in Early Adolescence. A total 1,532...

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Autores principales: Han, Hyunho, Jeong, Hyunsuk, Jo, Sun-Jin, Son, Hye Jung, Yim, Hyeon Woo
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Korean Society of Epidemiology 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7285446/
https://www.ncbi.nlm.nih.gov/pubmed/32272007
http://dx.doi.org/10.4178/epih.e2020016
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author Han, Hyunho
Jeong, Hyunsuk
Jo, Sun-Jin
Son, Hye Jung
Yim, Hyeon Woo
author_facet Han, Hyunho
Jeong, Hyunsuk
Jo, Sun-Jin
Son, Hye Jung
Yim, Hyeon Woo
author_sort Han, Hyunho
collection PubMed
description OBJECTIVES: This study examined the association between high risk of Internet gaming disorder (IGD) and online game genres used by adolescents. METHODS: The data derived from the baseline data of the Internet user Cohort for Unbiased Recognition of gaming disorder in Early Adolescence. A total 1,532 middle school students who use online games included. The participants reported the names of the online games they used during the past year. Game genres were categorized into role playing games (RPGs), shooting, multiplayer online battle arena (MOBA), simulation, arcade, sports and action games. The risk of IGD was measured using the Internet Gaming Use-Elicited symptom Screen. The relationship between the experience of online game genre and high risk of IGD was analyzed using multiple logistic regression model. RESULTS: The game time of a student was longer if he or she had an experience of RPGs, shooting games, MOBA games, simulation games, and action games. The direct and independent association between high risk of IGD in adolescents and the genres of RPGs, simulation games and MOBA were found to be odds ratios 1.52 (95% confidence interval [CI], 1.03 to 2.26); 1.59 (95% CI, 1.03 to 2.45); and 1.51 (95% CI, 1.03 to 2.21), respectively after adjusted the potential confounding variables and the use of other online game genres. CONCLUSIONS: The present cross-sectional study has found an association between online game genres and the risk of IGD in adolescents attending a school. A cohort study should verify the causal association in future.
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spelling pubmed-72854462020-06-19 Relationship between the experience of online game genre and high risk of Internet gaming disorder in Korean adolescents Han, Hyunho Jeong, Hyunsuk Jo, Sun-Jin Son, Hye Jung Yim, Hyeon Woo Epidemiol Health Original Article OBJECTIVES: This study examined the association between high risk of Internet gaming disorder (IGD) and online game genres used by adolescents. METHODS: The data derived from the baseline data of the Internet user Cohort for Unbiased Recognition of gaming disorder in Early Adolescence. A total 1,532 middle school students who use online games included. The participants reported the names of the online games they used during the past year. Game genres were categorized into role playing games (RPGs), shooting, multiplayer online battle arena (MOBA), simulation, arcade, sports and action games. The risk of IGD was measured using the Internet Gaming Use-Elicited symptom Screen. The relationship between the experience of online game genre and high risk of IGD was analyzed using multiple logistic regression model. RESULTS: The game time of a student was longer if he or she had an experience of RPGs, shooting games, MOBA games, simulation games, and action games. The direct and independent association between high risk of IGD in adolescents and the genres of RPGs, simulation games and MOBA were found to be odds ratios 1.52 (95% confidence interval [CI], 1.03 to 2.26); 1.59 (95% CI, 1.03 to 2.45); and 1.51 (95% CI, 1.03 to 2.21), respectively after adjusted the potential confounding variables and the use of other online game genres. CONCLUSIONS: The present cross-sectional study has found an association between online game genres and the risk of IGD in adolescents attending a school. A cohort study should verify the causal association in future. Korean Society of Epidemiology 2020-04-07 /pmc/articles/PMC7285446/ /pubmed/32272007 http://dx.doi.org/10.4178/epih.e2020016 Text en ©2020, Korean Society of Epidemiology This is an open-access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
spellingShingle Original Article
Han, Hyunho
Jeong, Hyunsuk
Jo, Sun-Jin
Son, Hye Jung
Yim, Hyeon Woo
Relationship between the experience of online game genre and high risk of Internet gaming disorder in Korean adolescents
title Relationship between the experience of online game genre and high risk of Internet gaming disorder in Korean adolescents
title_full Relationship between the experience of online game genre and high risk of Internet gaming disorder in Korean adolescents
title_fullStr Relationship between the experience of online game genre and high risk of Internet gaming disorder in Korean adolescents
title_full_unstemmed Relationship between the experience of online game genre and high risk of Internet gaming disorder in Korean adolescents
title_short Relationship between the experience of online game genre and high risk of Internet gaming disorder in Korean adolescents
title_sort relationship between the experience of online game genre and high risk of internet gaming disorder in korean adolescents
topic Original Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7285446/
https://www.ncbi.nlm.nih.gov/pubmed/32272007
http://dx.doi.org/10.4178/epih.e2020016
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