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

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 p...

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Main Authors: Frida André, Niroshani Broman, Anders Håkansson, Emma Claesdotter-Knutsson
Format: Article
Language:English
Published: Elsevier 2020-12-01
Series:Addictive Behaviors Reports
Subjects:
GAS
Online Access:http://www.sciencedirect.com/science/article/pii/S2352853220301395
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spelling doaj-bb9cbf0cbda1403f9ca027d21383eecd2020-12-19T05:08:52ZengElsevierAddictive Behaviors Reports2352-85322020-12-0112100324Gaming addiction, problematic gaming and engaged gaming – Prevalence and associated characteristicsFrida André0Niroshani Broman1Anders Håkansson2Emma Claesdotter-Knutsson3Medical Faculty, Department of Clinical Sciences Lund, BMC F12, Sölvegatan 19, 221 84 Lund, SwedenMedical Faculty, Department of Clinical Sciences Lund, BMC F12, Sölvegatan 19, 221 84 Lund, SwedenMedical Faculty, Department of Clinical Sciences Lund, BMC F12, Sölvegatan 19, 221 84 Lund, SwedenMedical Faculty, Department of Clinical Sciences Lund, BMC F12, Sölvegatan 19, 221 84 Lund, Sweden; Corresponding author at: IKVL BUP Barav 1, 22185 Lund Sweden.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.http://www.sciencedirect.com/science/article/pii/S2352853220301395GamingGaming addictionGASRisk factors
collection DOAJ
language English
format Article
sources DOAJ
author Frida André
Niroshani Broman
Anders Håkansson
Emma Claesdotter-Knutsson
spellingShingle Frida André
Niroshani Broman
Anders Håkansson
Emma Claesdotter-Knutsson
Gaming addiction, problematic gaming and engaged gaming – Prevalence and associated characteristics
Addictive Behaviors Reports
Gaming
Gaming addiction
GAS
Risk factors
author_facet Frida André
Niroshani Broman
Anders Håkansson
Emma Claesdotter-Knutsson
author_sort Frida André
title Gaming addiction, problematic gaming and engaged gaming – Prevalence and associated characteristics
title_short Gaming addiction, problematic gaming and engaged gaming – Prevalence and associated characteristics
title_full Gaming addiction, problematic gaming and engaged gaming – Prevalence and associated characteristics
title_fullStr Gaming addiction, problematic gaming and engaged gaming – Prevalence and associated characteristics
title_full_unstemmed Gaming addiction, problematic gaming and engaged gaming – Prevalence and associated characteristics
title_sort gaming addiction, problematic gaming and engaged gaming – prevalence and associated characteristics
publisher Elsevier
series Addictive Behaviors Reports
issn 2352-8532
publishDate 2020-12-01
description 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.
topic Gaming
Gaming addiction
GAS
Risk factors
url http://www.sciencedirect.com/science/article/pii/S2352853220301395
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