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Internet Gaming Disorder in adolescence: investigating profiles and associated risk factors
BACKGROUND: Electronic gaming is a popular free-time activity and its deleterious effects have been considered by the American Psychiatric Association and World Health Organization. More recently ‘Gaming Disorder’ (GD) has been added to the 11(th) revision of the International Classification of Dise...
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Formato: | Online Artículo Texto |
Lenguaje: | English |
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BioMed Central
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8361866/ https://www.ncbi.nlm.nih.gov/pubmed/34384394 http://dx.doi.org/10.1186/s12889-021-11394-4 |
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author | Macur, Mirna Pontes, Halley M. |
author_facet | Macur, Mirna Pontes, Halley M. |
author_sort | Macur, Mirna |
collection | PubMed |
description | BACKGROUND: Electronic gaming is a popular free-time activity and its deleterious effects have been considered by the American Psychiatric Association and World Health Organization. More recently ‘Gaming Disorder’ (GD) has been added to the 11(th) revision of the International Classification of Diseases, while ‘Internet Gaming Disorder’ (IGD) remains as a tentative disorder in the 5(th) revision of the Diagnostic and Statistical Manual of Mental Disorders. This study aimed to explore the characteristics of young gamers at risk for developing IGD. METHODS: To achieve this, a quantitative and nationally representative study was conducted in primary schools in Slovenia with eighth grade as the primary sampling unit (N = 1071, Mean(age) = 13.44 years, SD(age) = 0.59). Psychometric testing assessing IGD was conducted to identify participants’ IGD risk levels and to compare ‘high risk gamers’, ‘low risk gamers’, and ‘non-gamers’ in relation to free-time activities, self-control, and parent-child relationship. A one-way ANOVA analysis was conducted with Games-Howell post-hoc test to compare the three groups of participants. Statistically significant IGD factors were then included in a multinomial logistic regression analysis to identify the most relevant predictors of IGD. RESULTS: About 4.7% (n = 48) [95% CI: 3.4–6.0%] of Slovenian adolescents were found to be ‘high risk gamers’ when considering risk of IGD. These were mostly males (n = 42, 87.5%), and their preferred leisure activities involved more screen time activities (e.g., watching TV, playing video games, using social media). Moreover, ‘high risk gamers’ showed significantly lower levels of self-control compared to ‘low risk gamers’, and poorer understanding with their parents. Perceived satisfaction with life and mental health did not differ significantly between the three groups. The multinomial logistic regression identified four key predictors of IGD: male gender, gaming as a frequent free-time activity, attending music school or a choir and self-control. CONCLUSION: Public health measures should target adolescents at increased risk of developing IGD in early age because they are particularly drawn to excessive gaming behaviors and present greater IGD vulnerability. |
format | Online Article Text |
id | pubmed-8361866 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | BioMed Central |
record_format | MEDLINE/PubMed |
spelling | pubmed-83618662021-08-17 Internet Gaming Disorder in adolescence: investigating profiles and associated risk factors Macur, Mirna Pontes, Halley M. BMC Public Health Research BACKGROUND: Electronic gaming is a popular free-time activity and its deleterious effects have been considered by the American Psychiatric Association and World Health Organization. More recently ‘Gaming Disorder’ (GD) has been added to the 11(th) revision of the International Classification of Diseases, while ‘Internet Gaming Disorder’ (IGD) remains as a tentative disorder in the 5(th) revision of the Diagnostic and Statistical Manual of Mental Disorders. This study aimed to explore the characteristics of young gamers at risk for developing IGD. METHODS: To achieve this, a quantitative and nationally representative study was conducted in primary schools in Slovenia with eighth grade as the primary sampling unit (N = 1071, Mean(age) = 13.44 years, SD(age) = 0.59). Psychometric testing assessing IGD was conducted to identify participants’ IGD risk levels and to compare ‘high risk gamers’, ‘low risk gamers’, and ‘non-gamers’ in relation to free-time activities, self-control, and parent-child relationship. A one-way ANOVA analysis was conducted with Games-Howell post-hoc test to compare the three groups of participants. Statistically significant IGD factors were then included in a multinomial logistic regression analysis to identify the most relevant predictors of IGD. RESULTS: About 4.7% (n = 48) [95% CI: 3.4–6.0%] of Slovenian adolescents were found to be ‘high risk gamers’ when considering risk of IGD. These were mostly males (n = 42, 87.5%), and their preferred leisure activities involved more screen time activities (e.g., watching TV, playing video games, using social media). Moreover, ‘high risk gamers’ showed significantly lower levels of self-control compared to ‘low risk gamers’, and poorer understanding with their parents. Perceived satisfaction with life and mental health did not differ significantly between the three groups. The multinomial logistic regression identified four key predictors of IGD: male gender, gaming as a frequent free-time activity, attending music school or a choir and self-control. CONCLUSION: Public health measures should target adolescents at increased risk of developing IGD in early age because they are particularly drawn to excessive gaming behaviors and present greater IGD vulnerability. BioMed Central 2021-08-12 /pmc/articles/PMC8361866/ /pubmed/34384394 http://dx.doi.org/10.1186/s12889-021-11394-4 Text en © The Author(s) 2021 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/ (https://creativecommons.org/publicdomain/zero/1.0/) ) applies to the data made available in this article, unless otherwise stated in a credit line to the data. |
spellingShingle | Research Macur, Mirna Pontes, Halley M. Internet Gaming Disorder in adolescence: investigating profiles and associated risk factors |
title | Internet Gaming Disorder in adolescence: investigating profiles and associated risk factors |
title_full | Internet Gaming Disorder in adolescence: investigating profiles and associated risk factors |
title_fullStr | Internet Gaming Disorder in adolescence: investigating profiles and associated risk factors |
title_full_unstemmed | Internet Gaming Disorder in adolescence: investigating profiles and associated risk factors |
title_short | Internet Gaming Disorder in adolescence: investigating profiles and associated risk factors |
title_sort | internet gaming disorder in adolescence: investigating profiles and associated risk factors |
topic | Research |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8361866/ https://www.ncbi.nlm.nih.gov/pubmed/34384394 http://dx.doi.org/10.1186/s12889-021-11394-4 |
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