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Pathological Video Game Symptoms From Adolescence to Emerging Adulthood: A 6-Year Longitudinal Study of Trajectories, Predictors, and Outcomes
The aim of this study was to examine trajectories of pathological video game symptoms over a 6-year period from adolescence to emerging adulthood. We also examined a number of predictors and outcomes for different trajectories. Participants included 385 adolescents (M age = 15.01 at the initial time...
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Published in: | Developmental psychology 2020-07, Vol.56 (7), p.1385-1396 |
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description | The aim of this study was to examine trajectories of pathological video game symptoms over a 6-year period from adolescence to emerging adulthood. We also examined a number of predictors and outcomes for different trajectories. Participants included 385 adolescents (M age = 15.01 at the initial time point) who completed multiple questionnaires once a year over a 6-year period. Analyses showed there were 3 distinct trajectories. Approximately 10% of adolescents (called "increasing symptoms") showed moderate levels of pathological gaming symptoms at the initial time point and then increases in symptoms over time. Conversely, 18% of adolescents (called "moderate symptoms") started with moderate symptoms that did not change over time. Finally, 72% of adolescents (called "nonpathological") were relatively low in symptoms across the 6 years of data collection. Being male predicted both the increasing and moderate groups. The increasing group tended to show the worst outcomes over time, with higher levels of depression, aggression, shyness, problematic cell phone use, and anxiety than the nonpathological group, even when controlling for initial levels of many of these variables. |
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We also examined a number of predictors and outcomes for different trajectories. Participants included 385 adolescents (M age = 15.01 at the initial time point) who completed multiple questionnaires once a year over a 6-year period. Analyses showed there were 3 distinct trajectories. Approximately 10% of adolescents (called "increasing symptoms") showed moderate levels of pathological gaming symptoms at the initial time point and then increases in symptoms over time. Conversely, 18% of adolescents (called "moderate symptoms") started with moderate symptoms that did not change over time. Finally, 72% of adolescents (called "nonpathological") were relatively low in symptoms across the 6 years of data collection. Being male predicted both the increasing and moderate groups. The increasing group tended to show the worst outcomes over time, with higher levels of depression, aggression, shyness, problematic cell phone use, and anxiety than the nonpathological group, even when controlling for initial levels of many of these variables.</description><identifier>ISSN: 0012-1649</identifier><identifier>EISSN: 1939-0599</identifier><identifier>DOI: 10.1037/dev0000939</identifier><identifier>PMID: 32352827</identifier><language>eng</language><publisher>United States: American Psychological Association</publisher><subject>Addictive Behavior ; Adolescent ; Adolescent Behavior - psychology ; Adolescent Development ; Adolescents ; Adult ; Adults ; Aggression ; Aggression - psychology ; Aggressive Behavior ; Anxiety ; At Risk Persons ; Behavior Problems ; Behavior, Addictive - psychology ; Child development ; Computer & video games ; Computer Games ; Data Collection ; Delinquency ; Depression (Psychology) ; Emerging Adulthood ; Empathy ; Family Influence ; Family Structure ; Female ; Gender Differences ; Handheld Devices ; Human ; Humans ; Knowledge Level ; Longitudinal Studies ; Major Depression ; Male ; Mental Disorders ; Mobile Phones ; Money Management ; Parents ; Pathology ; Predictor Variables ; Prosocial Behavior ; Questionnaires ; Sex Factors ; Shyness ; Social Influences ; Surveys and Questionnaires ; Symptoms ; Symptoms (Individual Disorders) ; Teenagers ; Telecommunications ; Test Construction ; Timidity ; Video Games ; Video Games - adverse effects ; Young Adult ; Young Adults</subject><ispartof>Developmental psychology, 2020-07, Vol.56 (7), p.1385-1396</ispartof><rights>2020 American Psychological Association</rights><rights>2020, American Psychological Association</rights><rights>Copyright American Psychological Association Jul 2020</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-a468t-d864c51189fb16c6a55ed9fce7953ba546d3ef0fe20b16590a1d1fedb834bd553</citedby><orcidid>0000-0002-1403-8726 ; 0000-0002-2531-3797</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,780,784,27924,27925,30999,33223</link.rule.ids><backlink>$$Uhttp://eric.ed.gov/ERICWebPortal/detail?accno=EJ1257959$$DView record in ERIC$$Hfree_for_read</backlink><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/32352827$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><contributor>Dubow, Eric F</contributor><creatorcontrib>Coyne, Sarah M.</creatorcontrib><creatorcontrib>Stockdale, Laura A.</creatorcontrib><creatorcontrib>Warburton, Wayne</creatorcontrib><creatorcontrib>Gentile, Douglas A.</creatorcontrib><creatorcontrib>Yang, Chongming</creatorcontrib><creatorcontrib>Merrill, Brett M.</creatorcontrib><title>Pathological Video Game Symptoms From Adolescence to Emerging Adulthood: A 6-Year Longitudinal Study of Trajectories, Predictors, and Outcomes</title><title>Developmental psychology</title><addtitle>Dev Psychol</addtitle><description>The aim of this study was to examine trajectories of pathological video game symptoms over a 6-year period from adolescence to emerging adulthood. We also examined a number of predictors and outcomes for different trajectories. Participants included 385 adolescents (M age = 15.01 at the initial time point) who completed multiple questionnaires once a year over a 6-year period. Analyses showed there were 3 distinct trajectories. Approximately 10% of adolescents (called "increasing symptoms") showed moderate levels of pathological gaming symptoms at the initial time point and then increases in symptoms over time. Conversely, 18% of adolescents (called "moderate symptoms") started with moderate symptoms that did not change over time. Finally, 72% of adolescents (called "nonpathological") were relatively low in symptoms across the 6 years of data collection. Being male predicted both the increasing and moderate groups. The increasing group tended to show the worst outcomes over time, with higher levels of depression, aggression, shyness, problematic cell phone use, and anxiety than the nonpathological group, even when controlling for initial levels of many of these variables.</description><subject>Addictive Behavior</subject><subject>Adolescent</subject><subject>Adolescent Behavior - psychology</subject><subject>Adolescent Development</subject><subject>Adolescents</subject><subject>Adult</subject><subject>Adults</subject><subject>Aggression</subject><subject>Aggression - psychology</subject><subject>Aggressive Behavior</subject><subject>Anxiety</subject><subject>At Risk Persons</subject><subject>Behavior Problems</subject><subject>Behavior, Addictive - psychology</subject><subject>Child development</subject><subject>Computer & video games</subject><subject>Computer Games</subject><subject>Data Collection</subject><subject>Delinquency</subject><subject>Depression (Psychology)</subject><subject>Emerging Adulthood</subject><subject>Empathy</subject><subject>Family Influence</subject><subject>Family Structure</subject><subject>Female</subject><subject>Gender Differences</subject><subject>Handheld Devices</subject><subject>Human</subject><subject>Humans</subject><subject>Knowledge Level</subject><subject>Longitudinal Studies</subject><subject>Major Depression</subject><subject>Male</subject><subject>Mental Disorders</subject><subject>Mobile Phones</subject><subject>Money Management</subject><subject>Parents</subject><subject>Pathology</subject><subject>Predictor Variables</subject><subject>Prosocial Behavior</subject><subject>Questionnaires</subject><subject>Sex Factors</subject><subject>Shyness</subject><subject>Social Influences</subject><subject>Surveys and Questionnaires</subject><subject>Symptoms</subject><subject>Symptoms (Individual Disorders)</subject><subject>Teenagers</subject><subject>Telecommunications</subject><subject>Test Construction</subject><subject>Timidity</subject><subject>Video Games</subject><subject>Video Games - adverse effects</subject><subject>Young Adult</subject><subject>Young Adults</subject><issn>0012-1649</issn><issn>1939-0599</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2020</creationdate><recordtype>article</recordtype><sourceid>7SW</sourceid><sourceid>7QJ</sourceid><sourceid>8BJ</sourceid><recordid>eNp9kcFu1DAQhi0Eokvhwh1kiQtCDdhx7MTcVtW2gFZqpRYkTpZjTxavkji1HaR9CZ4ZR1uKxAFfZsbzzW-Nf4ReUvKeElZ_sPCT5COZfIRWNIeCcCkfoxUhtCyoqOQJehbjPpcVk_wpOmEl42VT1iv061qnH773O2d0j785Cx5f6gHwzWGYkh8ivgh-wGvre4gGRgM4ebwZIOzcuMv3c5_nvf2I11gU30EHvPXjzqXZujEr3uTkgH2Hb4Peg0k-OIhn-DqAdUuVcz1afDUn4weIz9GTTvcRXtzHU_T1YnN7_qnYXl1-Pl9vC12JJhW2EZXhlDaya6kwQnMOVnYGaslZq3klLIOOdFCS3OeSaGppB7ZtWNVaztkpenvUnYK_myEmNbi8Xt_rEfwcVclkLUQj6wV98w-693PIu2WqopKSJof_UkwKVnMuFurdkTLBxxigU1Nwgw4HRYlavFR_vczw63vJuR3APqB_zMvAqyMAwZmH9uYLLXn-h0Xg7NjXk1ZTPBgdkjOLj3MIMKblMcWFqhVlDWe_Ae1vsto</recordid><startdate>20200701</startdate><enddate>20200701</enddate><creator>Coyne, Sarah M.</creator><creator>Stockdale, Laura A.</creator><creator>Warburton, Wayne</creator><creator>Gentile, Douglas A.</creator><creator>Yang, Chongming</creator><creator>Merrill, Brett M.</creator><general>American Psychological Association</general><scope>7SW</scope><scope>BJH</scope><scope>BNH</scope><scope>BNI</scope><scope>BNJ</scope><scope>BNO</scope><scope>ERI</scope><scope>PET</scope><scope>REK</scope><scope>WWN</scope><scope>CGR</scope><scope>CUY</scope><scope>CVF</scope><scope>ECM</scope><scope>EIF</scope><scope>NPM</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7RZ</scope><scope>PSYQQ</scope><scope>7QJ</scope><scope>8BJ</scope><scope>FQK</scope><scope>JBE</scope><scope>K7.</scope><scope>7X8</scope><orcidid>https://orcid.org/0000-0002-1403-8726</orcidid><orcidid>https://orcid.org/0000-0002-2531-3797</orcidid></search><sort><creationdate>20200701</creationdate><title>Pathological Video Game Symptoms From Adolescence to Emerging Adulthood: A 6-Year Longitudinal Study of Trajectories, Predictors, and Outcomes</title><author>Coyne, Sarah M. ; Stockdale, Laura A. ; Warburton, Wayne ; Gentile, Douglas A. ; Yang, Chongming ; Merrill, Brett M.</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-a468t-d864c51189fb16c6a55ed9fce7953ba546d3ef0fe20b16590a1d1fedb834bd553</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2020</creationdate><topic>Addictive Behavior</topic><topic>Adolescent</topic><topic>Adolescent Behavior - psychology</topic><topic>Adolescent Development</topic><topic>Adolescents</topic><topic>Adult</topic><topic>Adults</topic><topic>Aggression</topic><topic>Aggression - psychology</topic><topic>Aggressive Behavior</topic><topic>Anxiety</topic><topic>At Risk Persons</topic><topic>Behavior Problems</topic><topic>Behavior, Addictive - psychology</topic><topic>Child development</topic><topic>Computer & video games</topic><topic>Computer Games</topic><topic>Data Collection</topic><topic>Delinquency</topic><topic>Depression (Psychology)</topic><topic>Emerging Adulthood</topic><topic>Empathy</topic><topic>Family Influence</topic><topic>Family Structure</topic><topic>Female</topic><topic>Gender Differences</topic><topic>Handheld Devices</topic><topic>Human</topic><topic>Humans</topic><topic>Knowledge Level</topic><topic>Longitudinal Studies</topic><topic>Major Depression</topic><topic>Male</topic><topic>Mental Disorders</topic><topic>Mobile Phones</topic><topic>Money Management</topic><topic>Parents</topic><topic>Pathology</topic><topic>Predictor Variables</topic><topic>Prosocial Behavior</topic><topic>Questionnaires</topic><topic>Sex Factors</topic><topic>Shyness</topic><topic>Social Influences</topic><topic>Surveys and Questionnaires</topic><topic>Symptoms</topic><topic>Symptoms (Individual Disorders)</topic><topic>Teenagers</topic><topic>Telecommunications</topic><topic>Test Construction</topic><topic>Timidity</topic><topic>Video Games</topic><topic>Video Games - adverse effects</topic><topic>Young Adult</topic><topic>Young Adults</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Coyne, Sarah M.</creatorcontrib><creatorcontrib>Stockdale, Laura A.</creatorcontrib><creatorcontrib>Warburton, Wayne</creatorcontrib><creatorcontrib>Gentile, Douglas A.</creatorcontrib><creatorcontrib>Yang, Chongming</creatorcontrib><creatorcontrib>Merrill, Brett M.</creatorcontrib><collection>ERIC</collection><collection>ERIC (Ovid)</collection><collection>ERIC</collection><collection>ERIC</collection><collection>ERIC (Legacy Platform)</collection><collection>ERIC( SilverPlatter )</collection><collection>ERIC</collection><collection>ERIC PlusText (Legacy Platform)</collection><collection>Education Resources Information Center (ERIC)</collection><collection>ERIC</collection><collection>Medline</collection><collection>MEDLINE</collection><collection>MEDLINE (Ovid)</collection><collection>MEDLINE</collection><collection>MEDLINE</collection><collection>PubMed</collection><collection>CrossRef</collection><collection>PsycArticles</collection><collection>ProQuest One Psychology</collection><collection>Applied Social Sciences Index & Abstracts (ASSIA)</collection><collection>International Bibliography of the Social Sciences (IBSS)</collection><collection>International Bibliography of the Social Sciences</collection><collection>International Bibliography of the Social Sciences</collection><collection>ProQuest Criminal Justice (Alumni)</collection><collection>MEDLINE - Academic</collection><jtitle>Developmental psychology</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Coyne, Sarah M.</au><au>Stockdale, Laura A.</au><au>Warburton, Wayne</au><au>Gentile, Douglas A.</au><au>Yang, Chongming</au><au>Merrill, Brett M.</au><au>Dubow, Eric F</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><ericid>EJ1257959</ericid><atitle>Pathological Video Game Symptoms From Adolescence to Emerging Adulthood: A 6-Year Longitudinal Study of Trajectories, Predictors, and Outcomes</atitle><jtitle>Developmental psychology</jtitle><addtitle>Dev Psychol</addtitle><date>2020-07-01</date><risdate>2020</risdate><volume>56</volume><issue>7</issue><spage>1385</spage><epage>1396</epage><pages>1385-1396</pages><issn>0012-1649</issn><eissn>1939-0599</eissn><abstract>The aim of this study was to examine trajectories of pathological video game symptoms over a 6-year period from adolescence to emerging adulthood. We also examined a number of predictors and outcomes for different trajectories. Participants included 385 adolescents (M age = 15.01 at the initial time point) who completed multiple questionnaires once a year over a 6-year period. Analyses showed there were 3 distinct trajectories. Approximately 10% of adolescents (called "increasing symptoms") showed moderate levels of pathological gaming symptoms at the initial time point and then increases in symptoms over time. Conversely, 18% of adolescents (called "moderate symptoms") started with moderate symptoms that did not change over time. Finally, 72% of adolescents (called "nonpathological") were relatively low in symptoms across the 6 years of data collection. Being male predicted both the increasing and moderate groups. The increasing group tended to show the worst outcomes over time, with higher levels of depression, aggression, shyness, problematic cell phone use, and anxiety than the nonpathological group, even when controlling for initial levels of many of these variables.</abstract><cop>United States</cop><pub>American Psychological Association</pub><pmid>32352827</pmid><doi>10.1037/dev0000939</doi><tpages>12</tpages><orcidid>https://orcid.org/0000-0002-1403-8726</orcidid><orcidid>https://orcid.org/0000-0002-2531-3797</orcidid></addata></record> |
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subjects | Addictive Behavior Adolescent Adolescent Behavior - psychology Adolescent Development Adolescents Adult Adults Aggression Aggression - psychology Aggressive Behavior Anxiety At Risk Persons Behavior Problems Behavior, Addictive - psychology Child development Computer & video games Computer Games Data Collection Delinquency Depression (Psychology) Emerging Adulthood Empathy Family Influence Family Structure Female Gender Differences Handheld Devices Human Humans Knowledge Level Longitudinal Studies Major Depression Male Mental Disorders Mobile Phones Money Management Parents Pathology Predictor Variables Prosocial Behavior Questionnaires Sex Factors Shyness Social Influences Surveys and Questionnaires Symptoms Symptoms (Individual Disorders) Teenagers Telecommunications Test Construction Timidity Video Games Video Games - adverse effects Young Adult Young Adults |
title | Pathological Video Game Symptoms From Adolescence to Emerging Adulthood: A 6-Year Longitudinal Study of Trajectories, Predictors, and Outcomes |
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