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Keywords = problematic game-playing

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11 pages, 516 KB  
Article
Psycho-Emotional Factors Associated with Internet Gaming Disorder Among Japanese and Israeli University Students and Other Young Adults
by Shai-li Romem Porat, Alexander Reznik, Akihiro Masuyama, Daichi Sugawara, Gal Galya Sternberg, Takahiro Kubo and Richard Isralowitz
Behav. Sci. 2025, 15(7), 841; https://doi.org/10.3390/bs15070841 - 22 Jun 2025
Cited by 2 | Viewed by 1703
Abstract
Gaming is a popular leisure activity with an increasing number of participants worldwide. It has positive aspects as well as a problematic side—Internet Gaming Disorder (IGD). This behavior attracts concern among mental health and education professionals because of possible negative psycho-emotional factors. This [...] Read more.
Gaming is a popular leisure activity with an increasing number of participants worldwide. It has positive aspects as well as a problematic side—Internet Gaming Disorder (IGD). This behavior attracts concern among mental health and education professionals because of possible negative psycho-emotional factors. This study aimed to assess IGD among Japanese and Israeli university students and other young adults. We explored the association of culture and IGD based on gender, burnout, and loneliness. It was hypothesized that IGD would differentiate based on the respondent country (i.e., Japan or Israel) and gender, with males reporting higher levels. Furthermore, IGD would be associated with higher levels of loneliness and burnout, regardless of country. Qualtrics and Excel platforms were used to collect responses to the Internet Gaming Disorder Scale–Short Form, De Jong Gierveld Loneliness Scale, and Short Burnout Measure (SBM). Data was gathered from a cross-cultural sample of 1318 male and female university students and other young adults in Japan and Israel, between 2022 and 2023. Japanese gamers showed less IGD (p < 0.05); and males evidenced higher levels regardless of their country (p < 0.001). IGD was significantly associated with loneliness (p < 0.001) and burnout (p < 0.001). However, multiple regression analysis showed that IGD is predicted only by burnout and gender (p < 0.001), Adjusted R2 = 0.234. This study provides information for policy, prevention, and intervention purposes targeting burnout particularly among males who are a high-risk group. Additionally, this study contributes to possible joint online program development to reduce IGD among Japanese and Israeli gamers. Further research should examine the association between IGD and loneliness, controlling gender and other factors such as substance use, religiosity, eating behavior, depression, game genre, and motivation to play. Full article
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14 pages, 640 KB  
Review
Exploring the Association Between Problematic Internet Use, Internet Gaming Disorder in Adolescents with ADHD: A Scoping Review
by Roberto Ghiaccio, Anna Passaro, Fabrizio Stasolla, Elvira Martini, Angelo Maria De Fortuna and Raffaele De Luca Picione
Int. J. Environ. Res. Public Health 2025, 22(4), 496; https://doi.org/10.3390/ijerph22040496 - 26 Mar 2025
Cited by 4 | Viewed by 5797
Abstract
Background: Attention-Deficit/Hyperactivity Disorder (ADHD) is a neurodevelopmental condition characterized by inattention, hyperactivity, and impulsivity. Adolescents with ADHD have an elevated risk of developing Internet Gaming Disorder (IGD), a condition involving excessive gaming that disrupts daily life. IGD is linked to traits such as [...] Read more.
Background: Attention-Deficit/Hyperactivity Disorder (ADHD) is a neurodevelopmental condition characterized by inattention, hyperactivity, and impulsivity. Adolescents with ADHD have an elevated risk of developing Internet Gaming Disorder (IGD), a condition involving excessive gaming that disrupts daily life. IGD is linked to traits such as low frustration tolerance and sensation-seeking, with comorbid conditions like anxiety and depression further increasing vulnerability. Gaming frequently serves as a coping strategy due to emotional regulation difficulties. The dynamics within family units and peer relationships play a pivotal role, with dysfunctional environments heightening the risks and positive interactions serving as protective factors. Methods: This scoping review analyzed empirical studies published in the last decade exploring the association between ADHD, Problematic Internet Use (PIU), or IGD, focusing on neurobiological, psychological, and environmental factors. Results: The findings highlight that impulsivity and emotional dysregulation in ADHD contribute to IGD. Gaming is frequently used as a maladaptive coping strategy, with social and family influences modulating risk. Diagnostic complexities arise in distinguishing ADHD-related behaviors from IGD symptoms. Conclusions: Addressing these comorbid conditions requires interdisciplinary collaboration and evidence-based interventions. Future research should focus on understanding ADHD, PIU, or IGD interactions and developing targeted interventions. Longitudinal studies are necessary to establish causal links and assess effective treatment strategies. Full article
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13 pages, 320 KB  
Article
Psychometric Properties of the Video Game Experiences Questionnaire (CERV), Problematic Use of Video Games and the Link with the Use of Mobile Devices in Mexican Children
by Rocío Martínez-Hernández, Jorge Zamarripa and Georgina Mayela Núñez Rocha
Int. J. Environ. Res. Public Health 2025, 22(4), 476; https://doi.org/10.3390/ijerph22040476 - 23 Mar 2025
Viewed by 953
Abstract
When the use of video games is inappropriate in terms of time and content, it becomes a health risk. The objective of the present study was to analyze the psychometric properties of the Video-Game-Related Experience Questionnaire (CERV), determine its problematic use and know [...] Read more.
When the use of video games is inappropriate in terms of time and content, it becomes a health risk. The objective of the present study was to analyze the psychometric properties of the Video-Game-Related Experience Questionnaire (CERV), determine its problematic use and know the link between the use of mobile devices (MD) and Mexican children. Methods. The study followed an instrumental and comparative design, with n = 519 children. Of these, 61.5% were from Jalisco, and 38.5% were from Nuevo Leon. The sample consisted of 50.1% girls, with 39.7% and 33.7 were in sixth and fifth grade of primary school, respectively. The mean age of participants was 10.50 ± 0.94 years, with ages ranging from 9 to 13 years. In addition, 86.7% of children had access to a DM, 45.3% of children who had a DM used it to play, and 59.0% exceeded the recommended usage time of more than two hours. The Video-Game-Related Experience Questionnaire was used. For the factorial structure, a confirmatory factor analysis was conducted using the Diagonal Weighted Least Squares (DWLS) estimation method. The goodness-of-fit indices were as follows: chi-square value over degrees of freedom (X2/gl), CFI, NNFI, and RMSEA. Results. The goodness-of-fit indices were shown as follows: X2/gl = 1.16; RMSEA = 0.018; SRMR = 0.048; CFI = 0.99; TLI = 0.99; NNFI = 0.99. Acceptable reliability was found with both Cronbach’s alpha and McDonald’s omega greater than 0.80. Furthermore, 41.6% of participants had potential or severe problems with video game use, and the use of mobile devices (DMs) was significantly associated (p < 0.001) with potential or severe problems. Conclusion. It is suggested that educational programs be implemented regarding the consequences of excessive video game use, the usage of DMs, and the importance of restrictive use per se for parents. Full article
22 pages, 574 KB  
Article
The Development and Validation of the Adolescent Problematic Gaming Scale (PGS-Adolescent)
by Zhanni Luo and Jiayan Xie
Behav. Sci. 2025, 15(1), 13; https://doi.org/10.3390/bs15010013 - 27 Dec 2024
Cited by 2 | Viewed by 3467
Abstract
This study aims to develop and validate the Adolescent Problematic Gaming Scale (PGS-Adolescent). Following established scientific protocols, we developed an initial version of the PGS-Adolescent scale and validated it using data from 448 valid survey responses collected from adolescents in China. The dataset [...] Read more.
This study aims to develop and validate the Adolescent Problematic Gaming Scale (PGS-Adolescent). Following established scientific protocols, we developed an initial version of the PGS-Adolescent scale and validated it using data from 448 valid survey responses collected from adolescents in China. The dataset was split into two parts: 225 responses were allocated for exploratory factor analysis (EFA), and 223 for confirmatory factor analysis (CFA). The EFA and CFA processes necessitated the removal of 10 items due to low factor loadings, low communalities, misalignment with intended factors, and inadequate item retention. Significantly, all the survey items measuring daily-life disturbance (DD) were excluded. The final 20-item PGS-Adolescent scale includes four constructs: interpersonal relationships (IRE), schooling disruption (SD), physical consequences (Phy-C), and psychological consequences (Psy-C). Researchers may consider directly applying the validated PGS-Adolescent scale or evaluating its applicability and validity in diverse populations and contexts. Full article
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43 pages, 6408 KB  
Article
Influence of Gender, Parental Control, Academic Performance and Physical Activity Level on the Characteristics of Video Game Use and Associated Psychosocial Problems in Adolescents
by Manuel Isorna-Folgar, Adrián Mateo-Orcajada, José María Failde-Garrido, María Dolores Dapia-Conde and Raquel Vaquero-Cristóbal
Behav. Sci. 2024, 14(12), 1204; https://doi.org/10.3390/bs14121204 - 15 Dec 2024
Cited by 2 | Viewed by 4154
Abstract
Previous research has determined the relevance of video games for adolescents; however, it has not been possible to establish differences in usage patterns and certain psychological variables according to gender, parental control, academic performance, physical activity level or game type, nor the relationship [...] Read more.
Previous research has determined the relevance of video games for adolescents; however, it has not been possible to establish differences in usage patterns and certain psychological variables according to gender, parental control, academic performance, physical activity level or game type, nor the relationship between these variables. For this reason, the aims of this research were as follows: (a) to determine the differences in the gaming variables and the psychological variables related to video games according to gender, the closest environment, the academic performance and the level of physical activity; and (b) to determine which gaming variables and behavioral variables influence psychological variables in adolescents. A descriptive, cross-sectional study was carried out involving 2567 adolescents (mean age: 15.06 ± 2.81 years). Participants completed eight questionnaires on the study variables. The results showed that males play more video games than females; play different types of games and on different platforms; and have more psychological problems than females. Having separated parents and having a greater parental control over video game use is associated with more time spent playing video games. Poorer academic performance is related to playing shooters and open-world games, as well as with a more negative emotional response. However, playing shooters and sport and racing games is related to more physical activity. Playing online games, mainly with strangers, is related to higher addictive and problematic uses. In addition, the times of use during the week and on weekends, especially on weekends, stand out as predictors of most psychological variables related to video games in adolescents. This study provides further scientific evidence on the role of certain behavioral and game-related variables in the relationship between video games and well-being. In addition, it highlights the importance of analyzing in the future those video game players who do not have a problematic or addictive use of video games, but who play frequently without any associated problem. From a practical perspective, the promotion of video games with social and cooperative components, or those that promote physical activity, could be related to social and psychological benefits. Full article
(This article belongs to the Special Issue Physical Activity for Psychological and Cognitive Development)
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11 pages, 235 KB  
Article
Prevalence of Internet Gaming Disorder, Depression, and Anxiety Symptoms Before and After the Pandemic
by Kira Bailey, Audrey Propp and Maria Alonso
Healthcare 2024, 12(23), 2471; https://doi.org/10.3390/healthcare12232471 - 6 Dec 2024
Cited by 1 | Viewed by 4879
Abstract
“Internet gaming disorder” (IGD) is a condition for further study in the DSM-5, with its prevalence estimated to be anywhere from 0.7% to 27.5% depending on the methodology used to measure it. Previous research has linked the symptoms of IGD to symptoms of [...] Read more.
“Internet gaming disorder” (IGD) is a condition for further study in the DSM-5, with its prevalence estimated to be anywhere from 0.7% to 27.5% depending on the methodology used to measure it. Previous research has linked the symptoms of IGD to symptoms of depression and anxiety among college students. Methods: The current study explored the relationships between self-reported symptoms of IGD, depression, and anxiety in two small, non-overlapping samples of college students, one collected before the pandemic (n = 52) and another during the global pandemic (n = 89). Data on the time spent gaming, IGD, depression, and anxiety symptoms were collected via anonymous online surveys at a small Mid-Western liberal arts university. The samples differed significantly in age, likely due to the smaller incoming first-year class size as a result of many families deciding to defer the start of college in 2020. Conclusions: These findings partially support past research suggesting a small to moderate association between self-reports of IGD and depression symptoms. While the pandemic does not appear to have greatly changed the overall number of self-reported symptoms experienced or the time spent playing video games between the two samples, it may have exacerbated the relationship between these variables within the sample. The stronger relationship between symptoms of depression or anxiety and the time spent playing video games in the later sample may be particularly concerning if the trend continues, as it may lead to additional problematic gaming behavior in the future. Full article
(This article belongs to the Special Issue The Effects of Video Games on Emotion and Cognition)
16 pages, 740 KB  
Article
Problematic Use of Video Games in Schooled Adolescents: The Role of Passion
by José María Faílde Garrido, María Dolores Dapía Conde, Manuel Isorna Folgar and Fátima Braña Rey
Behav. Sci. 2024, 14(11), 992; https://doi.org/10.3390/bs14110992 - 24 Oct 2024
Cited by 2 | Viewed by 4272
Abstract
The present study aims to determine the predictive value of sociodemographic, academic, educational clinical psychological variables—ADHD diagnosis, emotional self-regulation, passion and emotional and behavioural symptoms—and modality of use of video games in adolescents who either make potentially problematic or severely problematic use of [...] Read more.
The present study aims to determine the predictive value of sociodemographic, academic, educational clinical psychological variables—ADHD diagnosis, emotional self-regulation, passion and emotional and behavioural symptoms—and modality of use of video games in adolescents who either make potentially problematic or severely problematic use of video games. This is a descriptive cross-sectional study in which 2.533 Galician students (region located in the northwest of Spain) aged between 11 and 20 years participated, who were selected through multistage random sampling. The mean age was 14.78 years (SD = 1.76). The analysis of the data seems to indicate that in the prediction of the problematic use of video games, different variables are combined, among which passion plays a capital role. In addition, the problematic use of video games is related to poor parental control, poor academic performance, use of addictive substances or to an earlier onset, as well as with the diagnosis of ADHD and with greater negative emotional and behavioural symptoms. The results of this study may be of interest for the design and implementation of preventive and corrective actions aimed at reducing the problematic or addictive use of video games. Full article
(This article belongs to the Special Issue Physical Activity for Psychological and Cognitive Development)
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16 pages, 345 KB  
Article
Evaluation of Problematic Video Game Use in Adolescents with ADHD and without ADHD: New Evidence and Recommendations
by Manuel Isorna Folgar, José M. Faílde Garrido, María D. Dapía Conde and Fátima Braña Rey
Behav. Sci. 2024, 14(7), 524; https://doi.org/10.3390/bs14070524 - 24 Jun 2024
Cited by 6 | Viewed by 9014
Abstract
Video game addiction among adolescents, particularly those with ADHD, is a significant concern. To gather more insights into video game usage patterns in this population, we investigated levels of potentially problematic use, passion, motivations, and emotional/behavioral symptoms in adolescents with and without ADHD. [...] Read more.
Video game addiction among adolescents, particularly those with ADHD, is a significant concern. To gather more insights into video game usage patterns in this population, we investigated levels of potentially problematic use, passion, motivations, and emotional/behavioral symptoms in adolescents with and without ADHD. Our cross-sectional, multicenter study involved 2513 subjects (Age M = 15.07; SD = 2.82) from 24 schools in Galicia (Spain), including 158 (6.3%) diagnosed with ADHD. We employed an ad hoc questionnaire covering sociodemographic data and ADHD diagnosis, the Questionnaire of Experiences Associated with Video Games (CERV), the scale of passion for video games, reasons for playing video games Questionaire (VMQ), and emotional/behavioral problems assessment (SDQ). Results indicated heightened vulnerability in adolescents with ADHD, manifesting in longer usage durations and higher problematic use scores. Interestingly, ADHD medication did not affect internet gaming disorder development. Motivations for gaming differed between groups, with the ADHD cohort showing distinctions in cognitive development, coping, and violent reward. Additionally, the ADHD group exhibited greater emotional/behavioral symptoms, hyperactivity, and reduced prosocial behavior. Full article
12 pages, 229 KB  
Article
When the Relationship Is at Stake: Parents’ Perception of the Relationship with a Child with Problematic Gaming and Their Perceived Need for Support
by Marie Werner, Sabina Kapetanovic, Maiken Nielsen, Sevtap Gurdal, Mitchell J. Andersson, Alexandru Panican and Emma Claesdotter-Knutsson
Healthcare 2024, 12(8), 851; https://doi.org/10.3390/healthcare12080851 - 17 Apr 2024
Cited by 7 | Viewed by 2915
Abstract
Intrapersonal parental factors play a significant role in the development of problematic gaming in children. However, few studies have explored parental perspectives on their relationship with a child engaged in problematic gaming, as well as the need for support parents perceive in relation [...] Read more.
Intrapersonal parental factors play a significant role in the development of problematic gaming in children. However, few studies have explored parental perspectives on their relationship with a child engaged in problematic gaming, as well as the need for support parents perceive in relation to the child’s gaming. We conducted semi-structured interviews with 12 parents (83.3% women) of 11 children (81.8% boys, Mage = 15 ± 2) to examine how parents of children with problematic gaming behavior perceive the parent–child relationship and their need for additional support. We analyzed qualitative accounts using thematic analysis to identify themes and subthemes while drawing on the theoretical frameworks of Aaron Antonovsky’s theory of sense of coherence (SOC) and Jürgen Habermas’ theory of logic. Participants described difficulties regarding all three components of SOC (meaningfulness, comprehensibility, and manageability) in relation to their child’s gaming, with the most significant challenge being manageability. Parents primarily sought assistance from institutions and organizations, such as mental health services, to enhance manageability. The findings emphasize parents’ need for relational and practical support tailored to their unique context, as well as their wish to be more involved in the treatment of their children. Full article
16 pages, 832 KB  
Article
Two Sides of the Same Virtual Coin: Investigating Psychosocial Effects of Video Game Play, including Stress Relief Motivations as a Gateway to Problematic Video Game Usage
by George Farmer and Joanne Lloyd
Healthcare 2024, 12(7), 772; https://doi.org/10.3390/healthcare12070772 - 2 Apr 2024
Cited by 3 | Viewed by 5360
Abstract
Video gamers can play to negate the psychological impact of stress, which may become problematic when users over-rely on the stress relief potential of gaming. This study used a repeated measures experimental design to investigate the relationships between stress, video gaming, and problematic [...] Read more.
Video gamers can play to negate the psychological impact of stress, which may become problematic when users over-rely on the stress relief potential of gaming. This study used a repeated measures experimental design to investigate the relationships between stress, video gaming, and problematic video gaming behaviours in a convenience sample of 40 students at a UK university. The results indicated that positive affect increased and negative affect decreased, whilst a biological stress measure (instantaneous pulse rate) also decreased after a short video gaming session (t(36) = 4.82, p < 0.001, d = 0.79). The results also suggested that video gaming can act as a short-term buffer against the physiological impact of stress. Further research should focus on testing individuals who have been tested for gaming disorder, as opposed to the general population. Research could also utilise variations of the methodological framework used in this study to examine the intensity of a stress relief effect under different social situations. The study’s findings in relation to published works are also discussed. Full article
(This article belongs to the Special Issue The Effects of Video Games on Emotion and Cognition)
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13 pages, 1381 KB  
Article
Cognitive Patterns and Problematic Use of Video Games in Adolescents: A Cluster Analysis
by Ignacio Fernández-Arias, Marta Labrador, Mónica Bernaldo-de-Quirós, Francisco J. Estupiñá, Marina Vallejo-Achón, Iván Sanchez-Iglesias, María González-Álvarez and Francisco J. Labrador
Int. J. Environ. Res. Public Health 2023, 20(24), 7194; https://doi.org/10.3390/ijerph20247194 - 18 Dec 2023
Cited by 2 | Viewed by 3073
Abstract
Background: Video game playing (VGP) is an increasingly common leisure activity among children and adolescents, although in some cases, it is accompanied by problems due to misuse. Method: A sample of 2884 children and adolescents aged between 12 and 20, representative of the [...] Read more.
Background: Video game playing (VGP) is an increasingly common leisure activity among children and adolescents, although in some cases, it is accompanied by problems due to misuse. Method: A sample of 2884 children and adolescents aged between 12 and 20, representative of the Community of Madrid (Spain), were studied using a cluster analysis to explore the existence of cognitive patterns associated with engagement, attitudes, and concurrent cognitions. We also explored the relationship between these patterns and problematic VGP, using the 2173 gamers as a reference. Results: The concurrent cognitions were not qualitatively different between the problematic users and the others. High engagement and high activation of concurrent cognitions (intensity and frequency) showed the greatest relationship with problematic VGP. Conclusions: The results suggest the existence of different groups of gamers and the relevance to include psycho-educational aspects in intervention programs, as well as the training of specific skills, especially those related with the control of activation. Limitations related to the sample size and potential supplementary analyses are acknowledged. Full article
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13 pages, 369 KB  
Article
Video Game Playing and Internet Gaming Disorder: A Profile of Young Adolescents
by Marta Labrador, Iván Sánchez-Iglesias, Mónica Bernaldo-de-Quirós, Francisco J. Estupiñá, Ignacio Fernandez-Arias, Marina Vallejo-Achón and Francisco J. Labrador
Int. J. Environ. Res. Public Health 2023, 20(24), 7155; https://doi.org/10.3390/ijerph20247155 - 8 Dec 2023
Cited by 16 | Viewed by 4221
Abstract
In recent times, growing concern has arisen regarding the utilization of technology, video games, and the emergence of internet gaming disorder (IGD), particularly among young adolescents. This worry arises from the ambiguity in distinguishing between “normal” and “problematic” video game behavior, despite efforts [...] Read more.
In recent times, growing concern has arisen regarding the utilization of technology, video games, and the emergence of internet gaming disorder (IGD), particularly among young adolescents. This worry arises from the ambiguity in distinguishing between “normal” and “problematic” video game behavior, despite efforts to establish clear criteria for defining both. The goal of this study is to outline distinct profiles of adolescent video game players and identify variables associated with their gaming practices that correlate with problematic gaming. The study utilizes a substantial sample of adolescents drawn from a representative cross-section of educational institutions in the city of Madrid, ranging in age from 12 to 16 years. In total, 1516 participants (75%) acknowledged engaging in video game activities. The research delves into characterizing prevailing profiles of video game participants within this cohort and scrutinizes the profile that aligns with issues of IGD. In summary, approximately three-quarters of young adolescents participate in video gaming, with males constituting the majority. Typically, participants immerse themselves in action genre games for over three days per week, with males exhibiting a higher frequency than their female counterparts. Elevated gaming frequency correlates with heightened IGD scores, particularly among females. Young adolescents show a preference for game consoles (males) and mobile phones (females) and often play alone at home. Specific factors such as the device used, online mode, company, and gaming location impact the IGD scores. These profiles aim to assist families and educators in recognizing potential risk behaviors and IGD concerns; however, it is crucial to emphasize the necessity for case-specific screening and evaluation before deliberating on such behaviors. Full article
(This article belongs to the Special Issue Mental Health, Stigma and Addictive Behaviors)
13 pages, 525 KB  
Article
Press Play to Feel: The Role of Attachment Styles and Alexithymic Features in Problematic Gaming
by Andrea Scalone, Gianluca Santoro, Josephin Cavallo, Alessandra Melita, Alessio Gori and Adriano Schimmenti
Int. J. Environ. Res. Public Health 2023, 20(20), 6910; https://doi.org/10.3390/ijerph20206910 - 11 Oct 2023
Cited by 2 | Viewed by 4014
Abstract
Problematic gaming has been consistently associated with insecure attachment styles and alexithymia. However, there is limited knowledge regarding the impact of specific alexithymic features and insecure attachment styles on problematic gaming. The study included a sample of 358 online game players (242 males, [...] Read more.
Problematic gaming has been consistently associated with insecure attachment styles and alexithymia. However, there is limited knowledge regarding the impact of specific alexithymic features and insecure attachment styles on problematic gaming. The study included a sample of 358 online game players (242 males, 67.6%) between the ages of 18 and 59 (M = 28.46; SD = 8.76) who were recruited from online gaming communities. The participants completed a sociodemographic schedule and measures on attachment styles, alexithymia, and problematic gaming. The results provide evidence for a positive prediction of problematic gaming by dismissing attachment style and the alexithymic factors concerning the difficulty identifying feelings and externally oriented thinking, even when controlling for potentially confounding factors, such as age, sex, education, marital status, and self-reported time devoted to online games. Additionally, the analysis revealed a significant interaction effect between externally oriented thinking and dismissing attachment style in the prediction of problematic gaming. The interaction implies that the alexithymia factors pertaining to externally oriented thinking hold significant relevance in predicting problematic gaming behaviors, especially in cases where dismissive attachment levels are moderately to highly present. These findings emphasize the significance of considering specific insecure attachment styles and alexithymic features when studying problematic gaming behaviors. Full article
(This article belongs to the Special Issue New Trends in Virtual World Addictions and Problematic Internet Use)
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15 pages, 281 KB  
Article
Adolescents’ Perceptions of a Relapse Prevention Treatment for Problematic Gaming—A Qualitative Study
by Sevtap Gurdal, Sabina Kapetanovic, Isak Einarsson, Karin Boson and Emma Claesdotter-Knutsson
Healthcare 2023, 11(17), 2366; https://doi.org/10.3390/healthcare11172366 - 22 Aug 2023
Cited by 6 | Viewed by 3398
Abstract
Given the increasing prevalence of problematic gaming, in 2013, the diagnosis “Internet gaming disorder (IGD)” was included in the Diagnostic and Statistical Manual of Mental Disorders, 5th edition (DSM-5) as a potential diagnosis. With a new diagnosis, it is important to determine treatment [...] Read more.
Given the increasing prevalence of problematic gaming, in 2013, the diagnosis “Internet gaming disorder (IGD)” was included in the Diagnostic and Statistical Manual of Mental Disorders, 5th edition (DSM-5) as a potential diagnosis. With a new diagnosis, it is important to determine treatment options. The importance of the parent–child relationship has been emphasised in problematic gaming and its treatment. This study aims to provide more knowledge about adolescents’ perceptions of a treatment for problematic gaming and understand whether such treatment may have a bearing on the parent–child relationship. We conducted individual interviews with nine adolescents who completed a treatment for problematic gaming. The interviews were analysed using thematic analysis. The analysis revealed three themes. Theme 1: adolescents’ experiences of the new treatment; Theme 2: adolescents’ perceptions of the effect of the treatment on their gaming behaviour; and Theme 3: adolescents’ perceptions of changes in their parent–child relationships. The adolescents viewed the treatment as a way of gaining control of their gaming, a process in which a therapist played an integral part. For the majority of the adolescents in our study, the main effects of treatment were gaining insight into how their gaming and gaming-related behaviours affected other parts of their lives. The participants felt that the treatment improved their relationship with their parents through reducing everyday conflicts. This new knowledge can be used for the development of future interventions involving children and adolescents. Full article
(This article belongs to the Section Community Care)
11 pages, 323 KB  
Article
Predictors of Problematic Video Gaming in Elementary School Boys with ADHD
by Daniela Cvitković, Karla Stanić and Svjetlana Salkičević Pišonić
Int. J. Environ. Res. Public Health 2023, 20(13), 6239; https://doi.org/10.3390/ijerph20136239 - 27 Jun 2023
Viewed by 2972
Abstract
The aim of the study was to expand the current knowledge base on problematic video gaming and ADHD with four questions: (1) Are there differences in the length of video gaming between boys with ADHD and typically developing boys? (2) Are there differences [...] Read more.
The aim of the study was to expand the current knowledge base on problematic video gaming and ADHD with four questions: (1) Are there differences in the length of video gaming between boys with ADHD and typically developing boys? (2) Are there differences in problematic video gaming between boys with ADHD and typically developing boys? (3) What are the predictors of problematic video gaming? (4) Does problematic video gaming affect academic performance while controlling for the effect of inattention and hyperactivity/impulsivity symptoms? Symptoms of inattention, hyperactivity/impulsivity scale (SNAP IV), the Problematic Video Game Scale, and the Video Game Patterns Questionnaire were administered to 127 parents of elementary school boys in Croatia, 57 of whom were parents of boys with a clinical ADHD diagnosis and 70 of whom were parents of typically developing boys. The results show that there are no differences in length of play and problematic video gaming between ADHD and typically developing boys. A hierarchical regression analysis showed that age, inattention symptoms, and length of play are predictors of problematic video gaming. Inattention symptoms and age are significant predictors of academic achievement whereas it seems that hyperactivity and impulsivity symptoms are not predictors of problematic video gaming and academic achievement in boys. Full article
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