Problematic computer game use among adolescents, younger and older adults
Aims Playing digital games has been associated with forms of addictive behavior. Past research on the subject has often been criticized on theoretical and empirical grounds, due mainly to measurement or sampling issues. The present study aims to overcome these two limitations, and presents data from...
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Published in | Addiction (Abingdon, England) Vol. 108; no. 3; pp. 592 - 599 |
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Main Authors | , , |
Format | Journal Article |
Language | English |
Published |
Oxford
Blackwell Publishing Ltd
01.03.2013
Blackwell |
Subjects | |
Online Access | Get full text |
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Abstract | Aims
Playing digital games has been associated with forms of addictive behavior. Past research on the subject has often been criticized on theoretical and empirical grounds, due mainly to measurement or sampling issues. The present study aims to overcome these two limitations, and presents data from a representative study in Germany using an already established instrument for measuring problematic game use.
Design
Large‐scale, representative study using a computer‐assisted telephone survey.
Setting
Germany.
Participants
A total of 580 adolescents between 14 and 18 years of age, 1866 younger adults between 19–39 years and 1936 older adults aged 40 years and older (overall n = 4382).
Measurements
Problematic game use was measured with the Gaming Addiction Short Scale (GAS), which covers seven criteria including salience, withdrawal and conflicts. Additionally, differential aspects of personality, as well as gaming behaviour, were measured.
Findings
Only seven respondents [0.2%, 95% confidence interval (CI): 0.1, 0.3] met all criteria of the GAS Scale. In contrast, 3.7% (95% CI: 3.1, 4.3) of the respondents can be considered problematic users, meeting at least half these conditions. The percentage of problematic gamers among adolescents is above average (7.6%, 95% CI: 5.6, 10.1). High GAS scores are associated with aggression, low sociability and self‐efficacy and lower satisfaction with life. Additionally, these scores correspond with intensive use and preferences for certain gaming genres across all age groups.
Conclusions
Following Gaming Addiction Short Scale criteria, gaming addiction is currently not a widespread phenomenon among adolescents and adults in Germany. Gaming Addiction Short Scale scores are associated with intensive use, as well as certain problematic aspects of individuals' personalities and social lives. |
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AbstractList | Aims
Playing digital games has been associated with forms of addictive behavior. Past research on the subject has often been criticized on theoretical and empirical grounds, due mainly to measurement or sampling issues. The present study aims to overcome these two limitations, and presents data from a representative study in Germany using an already established instrument for measuring problematic game use.
Design
Large‐scale, representative study using a computer‐assisted telephone survey.
Setting
Germany.
Participants
A total of 580 adolescents between 14 and 18 years of age, 1866 younger adults between 19–39 years and 1936 older adults aged 40 years and older (overall n = 4382).
Measurements
Problematic game use was measured with the Gaming Addiction Short Scale (GAS), which covers seven criteria including salience, withdrawal and conflicts. Additionally, differential aspects of personality, as well as gaming behaviour, were measured.
Findings
Only seven respondents [0.2%, 95% confidence interval (CI): 0.1, 0.3] met all criteria of the GAS Scale. In contrast, 3.7% (95% CI: 3.1, 4.3) of the respondents can be considered problematic users, meeting at least half these conditions. The percentage of problematic gamers among adolescents is above average (7.6%, 95% CI: 5.6, 10.1). High GAS scores are associated with aggression, low sociability and self‐efficacy and lower satisfaction with life. Additionally, these scores correspond with intensive use and preferences for certain gaming genres across all age groups.
Conclusions
Following Gaming Addiction Short Scale criteria, gaming addiction is currently not a widespread phenomenon among adolescents and adults in Germany. Gaming Addiction Short Scale scores are associated with intensive use, as well as certain problematic aspects of individuals' personalities and social lives. Aims: Playing digital games has been associated with forms of addictive behavior. Past research on the subject has often been criticized on theoretical and empirical grounds, due mainly to measurement or sampling issues. The present study aims to overcome these two limitations, and presents data from a representative study in Germany using an already established instrument for measuring problematic game use. Design: Large-scale, representative study using a computer-assisted telephone survey. Setting: Germany. Participants: A total of 580 adolescents between 14 and 18 years of age, 1866 younger adults between 19-39 years and 1936 older adults aged 40years and older (overall n=4382). Measurements: Problematic game use was measured with the Gaming Addiction Short Scale (GAS), which covers seven criteria including salience, withdrawal and conflicts. Additionally, differential aspects of personality, as well as gaming behavior, were measured. Findings: Only seven respondents [0.2%, 95% confidence interval (CI):0.1, 0.3] met all criteria of the GAS Scale. In contrast, 3.7% (95% CI: 3.1, 4.3) of the respondents can be considered problematic users, meeting at least half these conditions. The percentage of problematic gamers among adolescents is above average (7.6%, 95% CI: 5.6, 10.1). High GAS scores are associated with aggression, low sociability and self-efficacy and lower satisfaction with life. Additionally, these scores correspond with intensive use and preferences for certain gaming genres across all age groups. Conclusions: Following Gaming Addiction Short Scale criteria, gaming addiction is currently not a widespread phenomenon among adolescents and adults in Germany. Gaming Addiction Short Scale scores are associated with intensive use, as well as certain problematic aspects of individuals' personalities and social lives. [PUBLICATION ABSTRACT] Playing digital games has been associated with forms of addictive behavior. Past research on the subject has often been criticized on theoretical and empirical grounds, due mainly to measurement or sampling issues. The present study aims to overcome these two limitations, and presents data from a representative study in Germany using an already established instrument for measuring problematic game use. Large-scale, representative study using a computer-assisted telephone survey. Germany. A total of 580 adolescents between 14 and 18 years of age, 1866 younger adults between 19-39 years and 1936 older adults aged 40 years and older (overall n = 4382). Problematic game use was measured with the Gaming Addiction Short Scale (GAS), which covers seven criteria including salience, withdrawal and conflicts. Additionally, differential aspects of personality, as well as gaming behaviour, were measured. Only seven respondents [0.2%, 95% confidence interval (CI): 0.1, 0.3] met all criteria of the GAS Scale. In contrast, 3.7% (95% CI: 3.1, 4.3) of the respondents can be considered problematic users, meeting at least half these conditions. The percentage of problematic gamers among adolescents is above average (7.6%, 95% CI: 5.6, 10.1). High GAS scores are associated with aggression, low sociability and self-efficacy and lower satisfaction with life. Additionally, these scores correspond with intensive use and preferences for certain gaming genres across all age groups. Following Gaming Addiction Short Scale criteria, gaming addiction is currently not a widespread phenomenon among adolescents and adults in Germany. Gaming Addiction Short Scale scores are associated with intensive use, as well as certain problematic aspects of individuals' personalities and social lives. Playing digital games has been associated with forms of addictive behavior. Past research on the subject has often been criticized on theoretical and empirical grounds, due mainly to measurement or sampling issues. The present study aims to overcome these two limitations, and presents data from a representative study in Germany using an already established instrument for measuring problematic game use. Large-scale, representative study using a computer-assisted telephone survey. A total of 580 adolescents between 14 and 18 years of age, 1866 younger adults between 19-39 years and 1936 older adults aged 40years and older (overall n=4382). Problematic game use was measured with the Gaming Addiction Short Scale (GAS), which covers seven criteria including salience, withdrawal and conflicts. Additionally, differential aspects of personality, as well as gaming behaviour, were measured. Only seven respondents [0.2%, 95% confidence interval (CI): 0.1, 0.3] met all criteria of the GAS Scale. In contrast, 3.7% (95% CI: 3.1, 4.3) of the respondents can be considered problematic users, meeting at least half these conditions. The percentage of problematic gamers among adolescents is above average (7.6%, 95% CI: 5.6, 10.1). High GAS scores are associated with aggression, low sociability and self-efficacy and lower satisfaction with life. Additionally, these scores correspond with intensive use and preferences for certain gaming genres across all age groups. Following Gaming Addiction Short Scale criteria, gaming addiction is currently not a widespread phenomenon among adolescents and adults in Germany. Gaming Addiction Short Scale scores are associated with intensive use, as well as certain problematic aspects of individuals' personalities and social lives. // ABSTRACT IN : Germany. Reprinted by permission of Blackwell Publishing Playing digital games has been associated with forms of addictive behavior. Past research on the subject has often been criticized on theoretical and empirical grounds, due mainly to measurement or sampling issues. The present study aims to overcome these two limitations, and presents data from a representative study in Germany using an already established instrument for measuring problematic game use.AIMSPlaying digital games has been associated with forms of addictive behavior. Past research on the subject has often been criticized on theoretical and empirical grounds, due mainly to measurement or sampling issues. The present study aims to overcome these two limitations, and presents data from a representative study in Germany using an already established instrument for measuring problematic game use.Large-scale, representative study using a computer-assisted telephone survey.DESIGNLarge-scale, representative study using a computer-assisted telephone survey.Germany.SETTINGGermany.A total of 580 adolescents between 14 and 18 years of age, 1866 younger adults between 19-39 years and 1936 older adults aged 40 years and older (overall n = 4382).PARTICIPANTSA total of 580 adolescents between 14 and 18 years of age, 1866 younger adults between 19-39 years and 1936 older adults aged 40 years and older (overall n = 4382).Problematic game use was measured with the Gaming Addiction Short Scale (GAS), which covers seven criteria including salience, withdrawal and conflicts. Additionally, differential aspects of personality, as well as gaming behaviour, were measured.MEASUREMENTSProblematic game use was measured with the Gaming Addiction Short Scale (GAS), which covers seven criteria including salience, withdrawal and conflicts. Additionally, differential aspects of personality, as well as gaming behaviour, were measured.Only seven respondents [0.2%, 95% confidence interval (CI): 0.1, 0.3] met all criteria of the GAS Scale. In contrast, 3.7% (95% CI: 3.1, 4.3) of the respondents can be considered problematic users, meeting at least half these conditions. The percentage of problematic gamers among adolescents is above average (7.6%, 95% CI: 5.6, 10.1). High GAS scores are associated with aggression, low sociability and self-efficacy and lower satisfaction with life. Additionally, these scores correspond with intensive use and preferences for certain gaming genres across all age groups.FINDINGSOnly seven respondents [0.2%, 95% confidence interval (CI): 0.1, 0.3] met all criteria of the GAS Scale. In contrast, 3.7% (95% CI: 3.1, 4.3) of the respondents can be considered problematic users, meeting at least half these conditions. The percentage of problematic gamers among adolescents is above average (7.6%, 95% CI: 5.6, 10.1). High GAS scores are associated with aggression, low sociability and self-efficacy and lower satisfaction with life. Additionally, these scores correspond with intensive use and preferences for certain gaming genres across all age groups.Following Gaming Addiction Short Scale criteria, gaming addiction is currently not a widespread phenomenon among adolescents and adults in Germany. Gaming Addiction Short Scale scores are associated with intensive use, as well as certain problematic aspects of individuals' personalities and social lives.CONCLUSIONSFollowing Gaming Addiction Short Scale criteria, gaming addiction is currently not a widespread phenomenon among adolescents and adults in Germany. Gaming Addiction Short Scale scores are associated with intensive use, as well as certain problematic aspects of individuals' personalities and social lives. Playing digital games has been associated with forms of addictive behavior. Past research on the subject has often been criticized on theoretical and empirical grounds, due mainly to measurement or sampling issues. The present study aims to overcome these two limitations, and presents data from a representative study in Germany using an already established instrument for measuring problematic game use. Large-scale, representative study using a computer-assisted telephone survey. A total of 580 adolescents between 14 and 18 years of age, 1866 younger adults between 19-39 years and 1936 older adults aged 40 years and older (overall n = 4382). Problematic game use was measured with the Gaming Addiction Short Scale (GAS), which covers seven criteria including salience, withdrawal and conflicts. Additionally, differential aspects of personality, as well as gaming behaviour, were measured. Only seven respondents [0.2%, 95% confidence interval (CI): 0.1, 0.3] met all criteria of the GAS Scale. In contrast, 3.7% (95% CI: 3.1, 4.3) of the respondents can be considered problematic users, meeting at least half these conditions. The percentage of problematic gamers among adolescents is above average (7.6%, 95% CI: 5.6, 10.1). High GAS scores are associated with aggression, low sociability and self-efficacy and lower satisfaction with life. Additionally, these scores correspond with intensive use and preferences for certain gaming genres across all age groups. Following Gaming Addiction Short Scale criteria, gaming addiction is currently not a widespread phenomenon among adolescents and adults in Germany. Gaming Addiction Short Scale scores are associated with intensive use, as well as certain problematic aspects of individuals' personalities and social lives. Adapted from the source document. |
Author | Scharkow, Michael Festl, Ruth Quandt, Thorsten |
Author_xml | – sequence: 1 givenname: Ruth surname: Festl fullname: Festl, Ruth email: ruth.festl@uni-hohenheim.de organization: University of Hohenheim, Stuttgart, Germany – sequence: 2 givenname: Michael surname: Scharkow fullname: Scharkow, Michael organization: University of Hohenheim, Stuttgart, Germany – sequence: 3 givenname: Thorsten surname: Quandt fullname: Quandt, Thorsten organization: University of Münster, Münster, Germany |
BackLink | http://pascal-francis.inist.fr/vibad/index.php?action=getRecordDetail&idt=26875586$$DView record in Pascal Francis https://www.ncbi.nlm.nih.gov/pubmed/23078146$$D View this record in MEDLINE/PubMed |
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References_xml | – reference: Csikszentmihalyi M. Beyond Boredom and Anxiety. San Francisco, CA: Jossey-Bass; 1975. – reference: Chumbley J., Griffiths M. Affect and the computer game player: the effect of gender, personality, and game reinforcement structure on affective responses to computer game-play. Cyberpsychol Behav 2006; 9: 308-316. – reference: Kuss J. D., Griffiths M. D. Internet gaming addiction: a systematic review of empirical research. Int J Ment Health Addict 2011; 19: 1557-1874. – reference: Van Rooij A. J., Schoenmakers T. M., Vermulst A. A., Van Den Eijnden R. J. J., Van De Mheen D. Online video game addiction: identification of addicted adolescent gamers. Addiction 2011; 106: 205-212. – reference: Grüsser S. M., Thalemann R., Albrecht U., Thalemann C. N. Exzessive Computernutzung im Kindesalter: Ergebnisse einer psychometrischen Erhebung [Excessive computer use in childhood: results of a psychometric study]. Wien Klin Wochenschr 2005; 117: 188-195. – reference: Wan C. S., Chiou W. B. Psychological motives and online games addiction: a test of flow theory and humanistic needs theory for Taiwanese adolescents. Cyberpsychol Behav 2006; 9: 317-324. – reference: Lemmens J. S., Valkenburg P. M., Peter J. Psychosocial causes and consequences of pathological gaming. Comput Human Behav 2011; 27: 144-152. – reference: Griffiths M. D., Davies M. N. O., Chappell D. Demographic factors and playing variables in online computer gaming. Cyberpsychol Behav 2004; 7: 479-487. – reference: Dworak M., Schierl T., Bruns T., Struder H. K. Impact of singular excessive computer game and television exposure on sleep patterns and memory performance of school-aged children. Pediatrics 2007; 120: 978-985. – reference: Mentzoni R., Brunborg G., Molde H., Myrseth H., Skouveroe K., Hetland J. et al. Problematic video game use: estimated prevalence and associations with mental and physical health. Cyberpsychol Behav Soc Netw 2011; 14: 591-596. – reference: Jeong E. J., Kim D. W. Social activities, self-efficacy, game attitudes, and game addiction. Cyberpsychol Behav Soc Netw 2010; 14: 213-221. – reference: Chiu S. I., Lee J. Z., Huang D. H. Video game addiction in children and teenagers in Taiwan. Cyberpsychol Behav 2004; 7: 571-581. – reference: Hu L., Bentler P. M. Cutoff criteria for fit indexes in covariance structure analysis: conventional criteria versus new alternatives. Struct Equ Modeling 1999; 6: 1-55. – reference: Buss A. H., Perry M. The aggression questionnaire. J Pers Soc Psychol 1992; 63: 452-459. – reference: Schwarzer R., Jerusalem M. Skalen zur Erfassung von Lehrer- und Schülermerkmalen. Dokumentation der psychometrischen Verfahren im Rahmen der Wissenschaftlichen Begleitung des Modellversuchs Selbstwirksame Schulen [Scales for recording features of teachers and pupils. A documentation of the psychometric method as part of the scientific monitoring of the pilot self-efficacy schools]. Berlin: Freie Universität Berlin; 1999. – reference: Petry N. Commentary on Van Rooij et al. (2011): 'Gaming addiction'-a psychiatric disorder or not? Addiction 2011; 106: 213-214. – reference: Gough H. G., Bradley P. CPI Manual, 3rd edn. Palo Alto, CA: Consulting Psychologists Press; 1996. – reference: Costa P. T. Jr, McCrae R. R. Revised NEO Personality Inventory (NEO-PI-R) and NEO Five-Factor Inventory (NEO-FFI) Professional Manual. Odessa, FL: Psychological Assessment Resources; 1992. – reference: Schulz U., Schwarzer R. Soziale Unterstützung bei der Krankheitsbewältigung: Die Berliner Social Support Skalen (BSSS) [Social support by coping with illness: the Berlin Social Support Scales (BSSS)]. Diagnostica 2003; 49: 73-82. – reference: Hsu S. H., Wen M. H., Wu M. C. Exploring user experiences as predictors of MMORPG addiction. 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Playing digital games has been associated with forms of addictive behavior. Past research on the subject has often been criticized on theoretical and... Playing digital games has been associated with forms of addictive behavior. Past research on the subject has often been criticized on theoretical and empirical... Aims: Playing digital games has been associated with forms of addictive behavior. Past research on the subject has often been criticized on theoretical and... |
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SubjectTerms | Addiction Addictive behaviors Adolescent Adolescents Adult Adult and adolescent clinical studies Adults Age Distribution Aged Aged, 80 and over Aggression Aggression - psychology Behavior, Addictive - epidemiology Behavior, Addictive - psychology Biological and medical sciences Computer & video games Drug addiction Elderly Empowerment Federal Republic of Germany Female Games gaming addiction Germany Germany - epidemiology Humans Life Satisfaction Male Medical sciences Middle Aged Miscellaneous Personal Satisfaction Personality Personality Disorders - epidemiology Personality Disorders - psychology Prevalence prevalence study problematic computer game use Psychology. Psychoanalysis. Psychiatry Psychopathology. Psychiatry Public health. Hygiene Public health. Hygiene-occupational medicine Self Efficacy Teenagers Video Games - psychology Young Adult |
Title | Problematic computer game use among adolescents, younger and older adults |
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