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The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents.
VAN Rooij, Antonius J; Kuss, Daria J; Griffiths, Mark D; Shorter, Gillian W; Schoenmakers, M Tim; VAN DE Mheen, Dike.
Afiliação
  • VAN Rooij AJ; IVO Addiction Research Institute, Rotterdam, The Netherlands ; Erasmus MC, Rotterdam, The Netherlands.
  • Kuss DJ; Birmingham City University, Birmingham, UK.
  • Griffiths MD; International Gaming Research Unit, Psychology Division, Nottingham Trent University, Nottingham, UK.
  • Shorter GW; International Gaming Research Unit, Psychology Division, Nottingham Trent University, Nottingham, UK ; Bamford Centre for Mental Health and Wellbeing, University of Ulster, Londonderry, UK ; MRC All-Ireland Hub for Trials Methodology Research, University of Ulster, Londonderry, UK.
  • Schoenmakers MT; IVO Addiction Research Institute, Rotterdam, The Netherlands ; Erasmus MC, Rotterdam, The Netherlands.
  • VAN DE Mheen D; IVO Addiction Research Institute, Rotterdam, The Netherlands ; Erasmus MC, Rotterdam, The Netherlands ; Department of Health Promotion, Maastricht University, Maastricht, The Netherlands.
J Behav Addict ; 3(3): 157-65, 2014 Sep.
Article em En | MEDLINE | ID: mdl-25317339
ABSTRACT

AIMS:

The current study explored the nature of problematic (addictive) video gaming (PVG) and the association with game type, psychosocial health, and substance use.

METHODS:

Data were collected using a paper and pencil survey in the classroom setting. Three samples were aggregated to achieve a total sample of 8478 unique adolescents. Scales included measures of game use, game type, the Video game Addiction Test (VAT), depressive mood, negative self-esteem, loneliness, social anxiety, education performance, and use of cannabis, alcohol and nicotine (smoking).

RESULTS:

Findings confirmed problematic gaming is most common amongst adolescent gamers who play multiplayer online games. Boys (60%) were more likely to play online games than girls (14%) and problematic gamers were more likely to be boys (5%) than girls (1%). High problematic gamers showed higher scores on depressive mood, loneliness, social anxiety, negative self-esteem, and self-reported lower school performance. Nicotine, alcohol, and cannabis using boys were almost twice more likely to report high PVG than non-users.

CONCLUSIONS:

It appears that online gaming in general is not necessarily associated with problems. However, problematic gamers do seem to play online games more often, and a small subgroup of gamers - specifically boys - showed lower psychosocial functioning and lower grades. Moreover, associations with alcohol, nicotine, and cannabis use are found. It would appear that problematic gaming is an undesirable problem for a small subgroup of gamers. The findings encourage further exploration of the role of psychoactive substance use in problematic gaming.
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Texto completo: 1 Base de dados: MEDLINE Idioma: En Ano de publicação: 2014 Tipo de documento: Article

Texto completo: 1 Base de dados: MEDLINE Idioma: En Ano de publicação: 2014 Tipo de documento: Article