Abstract

ObjectivesGame playing is very popular among Hong Kong teenagers. This study aimed to investigate adolescent gaming behavior and addiction at the Internet cafe, and to explore perceived benefits and harms associated with the activity.MethodsA convenient sample of 13 male high school students aged 12–15 years (mean age = 13.6 years) were interviewed at two Internet cafes. Young’s (Caught in the net, Wiley, New York, 1998) criteria of Internet addiction were modified to assess gaming addiction.ResultsInternet cafes were described as a safe and ideal rendezvous for gamers. The benefits of gaming included fun and satisfaction, fostering social support and teamwork, meeting new friends and becoming sociable, boosting cognitive techniques and intellectual agility, improved responsiveness and quick thinking. Perceived harms of gaming addiction were reduced time and interest in other important activities, poor academic performance, physical harms and emotional distress, disrupted friendship with non-gaming peers, risked family relationship and financial problems. Five interviewees (38.5 %) could be categorized as pathological gamers and two were problem gamers (15.4 %). The psychological factors associated with gaming addiction include low self-esteem, a strong desire for aggressive and exciting experiences, reliance on gaming to kill time and to obtain satisfaction, coping with problems and negative emotions, and obsession with achieving higher rankings in games. The social and environmental risk factors are accessibility to the Internet cafés, aggressive promotional activities at the Internet cafes, peer pressure, family influence and early gaming experiences, perceived parental approval, lack of parental supervision, and poor family relationship.ConclusionsThe study results throw light on prevention programs.

Highlights

  • The worldwide popularity of gaming, especially among adolescents is shocking

  • Gaming addiction, which is widely known as pathological gaming in previous studies, is not included as a psychiatric disorder in the Diagnostic and Statistical Manual of Mental Disorders (American Psychiatric Association 2013) but it has been listed as a condition for further study

  • The study results may not be transferred to female gamers and players who do not visit Internet cafes for gaming purposes

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Summary

Introduction

The worldwide popularity of gaming, especially among adolescents is shocking. Due to technological advancement, video and online games are increasingly attractive and challenging with beautiful graphics, lifelike images, realistic characters and highly sophisticated game systems. Some teenagers fail to maintain balance between gaming and school work, family responsibilities and social commitments. Wong and Lam Asian J of Gambling Issues and Public Health (2016) 6:6. Gaming addiction would negatively impact physical and mental health, cognitive, social, academic and occupational functioning. Pathological gamers exhibit addiction symptoms including salience, tolerance, withdrawal, mood modification, losing control, covering up, and risked significant relationships or opportunities (King et al 2013; Kuss and Griffiths 2012a; Young 1998). Gaming addiction, which is widely known as pathological gaming in previous studies, is not included as a psychiatric disorder in the Diagnostic and Statistical Manual of Mental Disorders (fifth edition) (American Psychiatric Association 2013) but it has been listed as a condition for further study

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