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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.sup.th revision of the International Classifica...

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Bibliographic Details
Published in:BMC public health 2021-08, Vol.21 (1), p.1-1547, Article 1547
Main Authors: Macur, Mirna, Pontes, Halley M
Format: Article
Language:English
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Summary: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.sup.th revision of the International Classification of Diseases, while 'Internet Gaming Disorder' (IGD) remains as a tentative disorder in the 5.sup.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.sub.age = 13.44 years, SD.sub.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. Keywords: Internet Gaming Disorder, Behavioral addiction, American Psychiatric Association, Adolescents, Self-control, IGDS9-SF
ISSN:1471-2458
1471-2458
DOI:10.1186/s12889-021-11394-4