Loading…

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...

Full description

Saved in:
Bibliographic Details
Published in:Developmental psychology 2020-07, Vol.56 (7), p.1385-1396
Main Authors: Coyne, Sarah M., Stockdale, Laura A., Warburton, Wayne, Gentile, Douglas A., Yang, Chongming, Merrill, Brett M.
Format: Article
Language:English
Subjects:
Citations: Items that cite this one
Online Access:Get full text
Tags: Add Tag
No Tags, Be the first to tag this record!
cited_by cdi_FETCH-LOGICAL-a468t-d864c51189fb16c6a55ed9fce7953ba546d3ef0fe20b16590a1d1fedb834bd553
cites
container_end_page 1396
container_issue 7
container_start_page 1385
container_title Developmental psychology
container_volume 56
creator Coyne, Sarah M.
Stockdale, Laura A.
Warburton, Wayne
Gentile, Douglas A.
Yang, Chongming
Merrill, Brett M.
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.
doi_str_mv 10.1037/dev0000939
format article
fullrecord <record><control><sourceid>proquest_cross</sourceid><recordid>TN_cdi_proquest_miscellaneous_2397668975</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><ericid>EJ1257959</ericid><sourcerecordid>2419108241</sourcerecordid><originalsourceid>FETCH-LOGICAL-a468t-d864c51189fb16c6a55ed9fce7953ba546d3ef0fe20b16590a1d1fedb834bd553</originalsourceid><addsrcrecordid>eNp9kcFu1DAQhi0Eokvhwh1kiQtCDdhx7MTcVtW2gFZqpRYkTpZjTxavkji1HaR9CZ4ZR1uKxAFfZsbzzW-Nf4ReUvKeElZ_sPCT5COZfIRWNIeCcCkfoxUhtCyoqOQJehbjPpcVk_wpOmEl42VT1iv061qnH773O2d0j785Cx5f6gHwzWGYkh8ivgh-wGvre4gGRgM4ebwZIOzcuMv3c5_nvf2I11gU30EHvPXjzqXZujEr3uTkgH2Hb4Peg0k-OIhn-DqAdUuVcz1afDUn4weIz9GTTvcRXtzHU_T1YnN7_qnYXl1-Pl9vC12JJhW2EZXhlDaya6kwQnMOVnYGaslZq3klLIOOdFCS3OeSaGppB7ZtWNVaztkpenvUnYK_myEmNbi8Xt_rEfwcVclkLUQj6wV98w-693PIu2WqopKSJof_UkwKVnMuFurdkTLBxxigU1Nwgw4HRYlavFR_vczw63vJuR3APqB_zMvAqyMAwZmH9uYLLXn-h0Xg7NjXk1ZTPBgdkjOLj3MIMKblMcWFqhVlDWe_Ae1vsto</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2396375561</pqid></control><display><type>article</type><title>Pathological Video Game Symptoms From Adolescence to Emerging Adulthood: A 6-Year Longitudinal Study of Trajectories, Predictors, and Outcomes</title><source>Applied Social Sciences Index &amp; Abstracts (ASSIA)</source><source>International Bibliography of the Social Sciences (IBSS)</source><source>ERIC</source><source>EBSCOhost APA PsycARTICLES</source><creator>Coyne, Sarah M. ; Stockdale, Laura A. ; Warburton, Wayne ; Gentile, Douglas A. ; Yang, Chongming ; Merrill, Brett M.</creator><contributor>Dubow, Eric F</contributor><creatorcontrib>Coyne, Sarah M. ; Stockdale, Laura A. ; Warburton, Wayne ; Gentile, Douglas A. ; Yang, Chongming ; Merrill, Brett M. ; Dubow, Eric F</creatorcontrib><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><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 &amp; 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 &amp; 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 &amp; 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 &amp; 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>
fulltext fulltext
identifier ISSN: 0012-1649
ispartof Developmental psychology, 2020-07, Vol.56 (7), p.1385-1396
issn 0012-1649
1939-0599
language eng
recordid cdi_proquest_miscellaneous_2397668975
source Applied Social Sciences Index & Abstracts (ASSIA); International Bibliography of the Social Sciences (IBSS); ERIC; EBSCOhost APA PsycARTICLES
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
url http://sfxeu10.hosted.exlibrisgroup.com/loughborough?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2024-12-21T00%3A30%3A15IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Pathological%20Video%20Game%20Symptoms%20From%20Adolescence%20to%20Emerging%20Adulthood:%20A%206-Year%20Longitudinal%20Study%20of%20Trajectories,%20Predictors,%20and%20Outcomes&rft.jtitle=Developmental%20psychology&rft.au=Coyne,%20Sarah%20M.&rft.date=2020-07-01&rft.volume=56&rft.issue=7&rft.spage=1385&rft.epage=1396&rft.pages=1385-1396&rft.issn=0012-1649&rft.eissn=1939-0599&rft_id=info:doi/10.1037/dev0000939&rft_dat=%3Cproquest_cross%3E2419108241%3C/proquest_cross%3E%3Cgrp_id%3Ecdi_FETCH-LOGICAL-a468t-d864c51189fb16c6a55ed9fce7953ba546d3ef0fe20b16590a1d1fedb834bd553%3C/grp_id%3E%3Coa%3E%3C/oa%3E%3Curl%3E%3C/url%3E&rft_id=info:oai/&rft_pqid=2396375561&rft_id=info:pmid/32352827&rft_ericid=EJ1257959&rfr_iscdi=true