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Gaming addiction, problematic gaming and engaged gaming – Prevalence and associated characteristics

André, Frida LU ; Broman, Niroshani LU ; Håkansson, Anders LU and Claesdotter-Knutsson, Emma LU (2020) In Addictive Behaviors Reports 12.
Abstract

Introduction: Gaming disorder was included in the 11th revision of the International Classification of Diseases (ICD 11) and the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) included Internet Gaming Disorder as a tentative diagnosis. Most scholars agree upon the potential risk for pathological use of video games. The primary aim of this study was to investigate the prevalence of engaged gamers, problem gamers and addicted gamers. The secondary aim was to describe these groups in terms of gender, age, social satisfaction, psychological wellbeing and hours spent chatting on internet/social media. Methods: We used survey-based data for this population-based research. The data was collected online in two different settings... (More)

Introduction: Gaming disorder was included in the 11th revision of the International Classification of Diseases (ICD 11) and the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) included Internet Gaming Disorder as a tentative diagnosis. Most scholars agree upon the potential risk for pathological use of video games. The primary aim of this study was to investigate the prevalence of engaged gamers, problem gamers and addicted gamers. The secondary aim was to describe these groups in terms of gender, age, social satisfaction, psychological wellbeing and hours spent chatting on internet/social media. Methods: We used survey-based data for this population-based research. The data was collected online in two different settings in 2017. In total 2075 participants were included. Results: 4.5 percent met the criteria for highly engaged gaming, 5.3 percent were shown to be problem gamers and 1.2 percent met the cut off for game addiction. Young age, hours chatting on internet/social media, experiencing loneliness and considering seeking treatment for psychological distress were associated with both engaged, problematic and addictive gaming. Male gender was associated to problematic and addictive gaming. Hours spent chatting showed a greater correlation to problem/addictive gaming than to engaged gaming. Conclusion: The results of this study indicate that both highly engaged gamers, problem gamers and addicted gamers all experience loneliness and psychological distress to a greater extent than the remaining study participants. This adds to the knowledge of prevalence and features of gaming disorder. Additionally, preferably longitudinal research is needed in order to understand causality.

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author
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organization
publishing date
type
Contribution to journal
publication status
published
subject
keywords
Gaming, Gaming addiction, GAS, Risk factors
in
Addictive Behaviors Reports
volume
12
article number
100324
publisher
Elsevier
external identifiers
  • pmid:33354616
  • scopus:85097779560
ISSN
2352-8532
DOI
10.1016/j.abrep.2020.100324
language
English
LU publication?
yes
id
33b67a8d-9e03-448b-84c7-85318989d8ce
date added to LUP
2021-01-07 10:08:02
date last changed
2024-06-14 06:16:55
@article{33b67a8d-9e03-448b-84c7-85318989d8ce,
  abstract     = {{<p>Introduction: Gaming disorder was included in the 11th revision of the International Classification of Diseases (ICD 11) and the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) included Internet Gaming Disorder as a tentative diagnosis. Most scholars agree upon the potential risk for pathological use of video games. The primary aim of this study was to investigate the prevalence of engaged gamers, problem gamers and addicted gamers. The secondary aim was to describe these groups in terms of gender, age, social satisfaction, psychological wellbeing and hours spent chatting on internet/social media. Methods: We used survey-based data for this population-based research. The data was collected online in two different settings in 2017. In total 2075 participants were included. Results: 4.5 percent met the criteria for highly engaged gaming, 5.3 percent were shown to be problem gamers and 1.2 percent met the cut off for game addiction. Young age, hours chatting on internet/social media, experiencing loneliness and considering seeking treatment for psychological distress were associated with both engaged, problematic and addictive gaming. Male gender was associated to problematic and addictive gaming. Hours spent chatting showed a greater correlation to problem/addictive gaming than to engaged gaming. Conclusion: The results of this study indicate that both highly engaged gamers, problem gamers and addicted gamers all experience loneliness and psychological distress to a greater extent than the remaining study participants. This adds to the knowledge of prevalence and features of gaming disorder. Additionally, preferably longitudinal research is needed in order to understand causality.</p>}},
  author       = {{André, Frida and Broman, Niroshani and Håkansson, Anders and Claesdotter-Knutsson, Emma}},
  issn         = {{2352-8532}},
  keywords     = {{Gaming; Gaming addiction; GAS; Risk factors}},
  language     = {{eng}},
  publisher    = {{Elsevier}},
  series       = {{Addictive Behaviors Reports}},
  title        = {{Gaming addiction, problematic gaming and engaged gaming – Prevalence and associated characteristics}},
  url          = {{http://dx.doi.org/10.1016/j.abrep.2020.100324}},
  doi          = {{10.1016/j.abrep.2020.100324}},
  volume       = {{12}},
  year         = {{2020}},
}