Abstract

Among adolescents, heavy video game use and socializing online may be valued socially by peers, depending on gender and age, which can increase life satisfaction. However, heavy video gaming may also be linked to symptoms of Internet Gaming Disorder, which can decrease life satisfaction. Overall, when symptoms of Internet Gaming Disorder are present, do subjects experience decreased or increased life satisfaction, all other things being equal? The aim of this study was to explore the association between Internet Gaming Disorder symptoms and life satisfaction, while controlling for gender, age, and other conditions that may impact life satisfaction. More than 2000 adolescents filled out an anonymous questionnaire at school, and 43 patients in a care center filled out the same questionnaire. Sociodemographic characteristics, family life conditions, use of screens (videos, video games, and social networks), mental health screenings, and a life satisfaction measure were collected. Distribution of participants’ characteristics was provided, and stratified multivariate analyses by young male, older male, young female, and older female school populations were carried out. Results suggested that Internet Gaming Disorder symptoms had similar prevalence before and after the age of 15 in males (21% vs. 19%) and in females (6% vs. 7%) respectively and was significantly associated with decreased life satisfaction in older males, even after adjusting for parental support, depression, and economic conditions. Associations between symptoms of Internet Gaming Disorder and life satisfaction may be different depending on adolescent gender and age group.

Highlights

  • IntroductionInternet Gaming Disorder was included in the fifth edition of the Diagnostic and Statistical

  • Quality of life was lower and depression and social phobia symptoms were more frequent among Internet Gaming Disorder (IGD)+ and patient samples compared to IGD− subjects

  • Few studies had shown the effect of symptoms of IGD on quality of life, taking into account main determinants of life satisfaction among adolescents

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Summary

Introduction

Internet Gaming Disorder was included in the fifth edition of the Diagnostic and Statistical. Manual of Mental Disorders (DSM-5) as a condition requiring further study. Because playing video games is a highly valuated and time-consuming activity for adolescents, mental health professionals have acquired an interest in Internet Gaming Disorder (IGD)’s effects on well-being. Research has demonstrated that adolescents’ quality of life would decrease if Internet access was limited [1], Int. J. Res. Public Health 2020, 17, 3; doi:10.3390/ijerph17010003 www.mdpi.com/journal/ijerph

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