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Internet, gaming, and smartphone usage patterns of children and adolescents in Korea: A c-CURE clinical cohort study

BACKGROUND AND AIM: Whereas many studies on Internet gaming disorder (IGD) have used self-report questionnaires, only a few have adopted clinical interviews and samples. The current study aimed at using data from face-to-face diagnostic interviews, based on the criteria for IGD in the DSM-5, to dete...

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Autores principales: Jo, Yeong Seon, Bhang, Soo Young, Choi, Jung-Seok, Lee, Hae Kook, Lee, Seung Yup, Kweon, Yong-Sil
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Akadémiai Kiadó 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8939410/
https://www.ncbi.nlm.nih.gov/pubmed/32644934
http://dx.doi.org/10.1556/2006.2020.00022
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author Jo, Yeong Seon
Bhang, Soo Young
Choi, Jung-Seok
Lee, Hae Kook
Lee, Seung Yup
Kweon, Yong-Sil
author_facet Jo, Yeong Seon
Bhang, Soo Young
Choi, Jung-Seok
Lee, Hae Kook
Lee, Seung Yup
Kweon, Yong-Sil
author_sort Jo, Yeong Seon
collection PubMed
description BACKGROUND AND AIM: Whereas many studies on Internet gaming disorder (IGD) have used self-report questionnaires, only a few have adopted clinical interviews and samples. The current study aimed at using data from face-to-face diagnostic interviews, based on the criteria for IGD in the DSM-5, to determine the Internet, gaming, and smartphone usage patterns of children and adolescents. METHODS: A latent class analysis was conducted using data collected through diagnostic interviews for Internet, gaming, and smartphone addiction with 190 participants (M = 13.14 years, SD = 2.46; 143 boys, 47 girls) who were part of a multicenter clinical cohort study. RESULTS: Participants were classified into four groups: pleasure-seeking (Class 1), internal-use (Class 2), problematic-use (Class 3), and pathological-use (Class 4). The pleasure-seeking group (8.11%) showed low tendencies in general and proper control. The internal-use group (17.63%) showed significant increases in “cognitive salience” and “craving,” with strong internal desires. The problematic-use group (37.28%) had no “interference with role performance”; however, they displayed “difficulty regulating use” and “persistent use despite negative consequences,” with a slight functional impairment. The pathological-use group (36.98%) scored the highest on all these items, revealing a severe functional impairment. Compared to the other groups, the pathological-use group had the highest depression and daily stress levels and displayed the lowest levels of happiness. CONCLUSIONS: This study provides basic data to elucidate Internet, gaming, and smartphone overuse patterns among children and adolescents, which could be used to develop differentiated intervention strategies for each group.
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spelling pubmed-89394102022-04-08 Internet, gaming, and smartphone usage patterns of children and adolescents in Korea: A c-CURE clinical cohort study Jo, Yeong Seon Bhang, Soo Young Choi, Jung-Seok Lee, Hae Kook Lee, Seung Yup Kweon, Yong-Sil J Behav Addict Full-length Report BACKGROUND AND AIM: Whereas many studies on Internet gaming disorder (IGD) have used self-report questionnaires, only a few have adopted clinical interviews and samples. The current study aimed at using data from face-to-face diagnostic interviews, based on the criteria for IGD in the DSM-5, to determine the Internet, gaming, and smartphone usage patterns of children and adolescents. METHODS: A latent class analysis was conducted using data collected through diagnostic interviews for Internet, gaming, and smartphone addiction with 190 participants (M = 13.14 years, SD = 2.46; 143 boys, 47 girls) who were part of a multicenter clinical cohort study. RESULTS: Participants were classified into four groups: pleasure-seeking (Class 1), internal-use (Class 2), problematic-use (Class 3), and pathological-use (Class 4). The pleasure-seeking group (8.11%) showed low tendencies in general and proper control. The internal-use group (17.63%) showed significant increases in “cognitive salience” and “craving,” with strong internal desires. The problematic-use group (37.28%) had no “interference with role performance”; however, they displayed “difficulty regulating use” and “persistent use despite negative consequences,” with a slight functional impairment. The pathological-use group (36.98%) scored the highest on all these items, revealing a severe functional impairment. Compared to the other groups, the pathological-use group had the highest depression and daily stress levels and displayed the lowest levels of happiness. CONCLUSIONS: This study provides basic data to elucidate Internet, gaming, and smartphone overuse patterns among children and adolescents, which could be used to develop differentiated intervention strategies for each group. Akadémiai Kiadó 2020-06 2020-07-07 /pmc/articles/PMC8939410/ /pubmed/32644934 http://dx.doi.org/10.1556/2006.2020.00022 Text en © 2020 The Author(s) https://creativecommons.org/licenses/by-nc/4.0/Open Access statement. This is an open-access article distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (https://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
Jo, Yeong Seon
Bhang, Soo Young
Choi, Jung-Seok
Lee, Hae Kook
Lee, Seung Yup
Kweon, Yong-Sil
Internet, gaming, and smartphone usage patterns of children and adolescents in Korea: A c-CURE clinical cohort study
title Internet, gaming, and smartphone usage patterns of children and adolescents in Korea: A c-CURE clinical cohort study
title_full Internet, gaming, and smartphone usage patterns of children and adolescents in Korea: A c-CURE clinical cohort study
title_fullStr Internet, gaming, and smartphone usage patterns of children and adolescents in Korea: A c-CURE clinical cohort study
title_full_unstemmed Internet, gaming, and smartphone usage patterns of children and adolescents in Korea: A c-CURE clinical cohort study
title_short Internet, gaming, and smartphone usage patterns of children and adolescents in Korea: A c-CURE clinical cohort study
title_sort internet, gaming, and smartphone usage patterns of children and adolescents in korea: a c-cure clinical cohort study
topic Full-length Report
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8939410/
https://www.ncbi.nlm.nih.gov/pubmed/32644934
http://dx.doi.org/10.1556/2006.2020.00022
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