Longitudinal follow up of excessive video game players during the COVID-19 pandemic
Introduction: Excessive video gaming is a problem between adolescent. COVID-19 increased this problem during the pandemic. This study aimed to assess how the COVID-19 pandemic influenced the gaming behaviors of adolescents who engaged in excessive video gaming. Material and methods: Conducted between June and July 2021, this research constitutes the second phase of a pre-pandemic study involving adolescents aged 11–18 who had previously been identified as playing video games for more than two hours daily. In this phase, the same participants were re-evaluated during the pandemic to assess changes in their gaming habits and associated risk factors. Adolescents who played less than two hours per day served as the control group. Data collected included screen time, substance use, exercise and nutrition habits, and scores from the Internet Gaming Disorder Scale–Short Form (IGDS9-SF), Pittsburgh Sleep Quality Index (PSQI), and Children’s Depression Inventory (CDI). Results: Among excessive video game players, both screen time (p < 0.001) and daily exercise duration (p = 0.001) increased significantly during the pandemic. There was also an increase in the popularity of online multiplayer and fantasy games. Although excessive players scored significantly higher than the control group on the PSQI and IGDS9-SF, no significant difference was observed in CDI scores (p = 0.091). Conclusions: Despite the increase in screen time among excessive players, problematic gaming behaviors did not escalate. These participants had received at least one motivational interviewing session following their initial identification of problematic video gaming behavior in the first phase of the study. This intervention may have served as a protective factor against the potential negative effects of the pandemic on problematic gaming, depressive symptoms, sleep disturbances, and sedentary behavior.
- Abstract
1
- 10.1016/j.apmr.2022.08.935
- Dec 1, 2022
- Archives of Physical Medicine and Rehabilitation
Perceived Impact of Video Gaming on Employment: Implications for Vocational Rehabilitation Counseling
- Research Article
1
- 10.35631/ijepc.955030
- Sep 30, 2024
- International Journal of Education, Psychology and Counseling
Adolescents engaging in online gaming activities as part of leisure activities has become a trend and normal practice. The rapidly growing number of adolescents engaging in problematic gaming behaviour triggered significant attention to the psychosocial, familial, and psychological effects of these behaviours. Understanding the complex nature of gaming addiction is crucial to altering interventions and preventative strategies that help adolescents deal with internet gaming addiction behaviours. Therefore, the systematic literature review (SLR), conducted using the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) framework, included 21 peer-reviewed articles to identify the psychological predictors and psychosocial predictors and examine the role with regard to both factors in the gaming addiction development among adolescents; to explore the social influences, such as social norms, peer influences, and family dynamics, on adolescent gaming behaviour; and to understand the role of emotional regulation and psychological well-being in adolescent gaming behaviours. Research showed that sensation seeking, social anxiety, internalizing symptoms, as well as low self-esteem are significant predictors of problematic gaming among adolescents. Personality traits and the early onset of gaming activities also influence the development of internet gaming disorders. Peer pressure, peers’ gaming habits, social norms, and the social context significantly influenced adolescents' gaming habits. The involvement of parents and family dynamics plays a crucial role in effective interventions for gaming addiction behaviours. Studies also highlighted that adolescents’ emotional regulation difficulties are strongly associated with problematic gaming behaviours. Moreover, the long-term effects of gaming addiction behaviours include lower self-esteem, life satisfaction, and social support. A comprehensive and thorough intervention addressing psychosocial predictors, social influence, peers, emotional regulations, family roles, and family dynamics can improve the effectiveness of prevention and intervention measures for adolescents with problematic gaming. This SLR offers a thorough review of current research on internet gaming addiction with the aim of assisting educators, counsellors, and clinicians in managing adolescents’ gaming addiction.
- Research Article
34
- 10.1556/2006.6.2017.002
- Feb 13, 2017
- Journal of Behavioral Addictions
BackgroundThere is anecdotal clinical evidence that transgender people use the onlineworld – such as forums and online video gaming – for thepurpose of experiencing their gender identity in a safe, non-threatening,non-alienating, non-stigmatizing, and non-critical environment.AimsTo describe gaming behavior, degree of problematic gaming behavior andassociated factors with problematic gaming in a comparatively large group oftransgender people accessing transgender health services.MethodsEvery individual referred to a national transgender health service in theUnited Kingdom during a 12-month period was invited to complete a series ofquestionnaires to measure gaming behavior, interpersonal functioning,severity of autistic features, and anxiety and depressive symptoms.ResultsA total of 245 people agreed to participate in the study with 154 (62.9%)describing themselves as current gamers. Gaming behavior in the transgenderpopulation attending transgender health services was prevalent, but lessthan 1% of them presented with clinical scores for Internet Gaming Disorder,with no differences according to gender. Problematic gaming behavior wasassociated with general interpersonal problems, depression, and youngage.Discussion and conclusionsTransgender people who engage in problematic gaming behavior are younger, andpresent with high interpersonal problems, and depression, which can affect asuccessful transition. In view of the high levels of gaming activity in thispopulation games that are designed to address these psychological problemsmay be well received by transgender people.
- Research Article
2
- 10.1177/14614448231215348
- Dec 4, 2023
- New Media & Society
Existing literature has primarily evaluated how exposure to video game content impacts social and behavioral functioning. However, the parameters of video game engagement have expanded with multiplayer online gaming, live streaming, and community discussion on social media platforms. This study sought to examine how participation in online gaming communities is associated with problematic gaming behaviors and symptoms of Internet gaming disorder (IGD). A sample of 1176 gamers completed an online survey investigating game habits, community involvement, and gaming preferences as measured by both the Game Community of Inquiry Scale (GCoIS) and the Internet Gaming Disorder Scale-Short form (IGDS9-SF). Results from a multiple hierarchical regression indicated several predictors of problematic gaming, including both community attractiveness and community receptiveness. Moreover, data showed that younger gamers and non-normative gamers were more vulnerable to problematic gaming and more severe symptoms of IGD.
- Research Article
2
- 10.47197/retos.v63.109572
- Dec 7, 2024
- Retos
Introduction: Video game usage among adolescents has become a focal area of study due to its impact on development and social behaviors. Gender differences in gaming engagement and parental control raise questions about tailored intervention needs. Objective: This study aimed to examine video game usage patterns, motivations, parental controls, and problematic use among Spanish adolescents aged 12-20, while exploring gender-specific differences to identify potential areas for targeted interventions. Methodology: A sample of 2567 Spanish adolescents (M=14.89; SD=1.90) participated in a survey-based study assessing gaming habits, parental control, motivations for gaming, and indicators of problematic use. Results: The findings revealed significant gender differences: male adolescents reported higher gaming involvement, spending more time and money on video games, and engaged more in online gambling, which correlated with increased problem gambling rates. In contrast, female adolescents reported experiencing greater parental control and supervision regarding their gaming activities. Discussion: These findings align with previous studies suggesting that male adolescents are more likely to engage heavily in gaming and gambling behaviors, while females are subject to more parental oversight. Such gender-specific patterns suggest different motivations and social dynamics in gaming among adolescents. Conclusions: This study highlights the necessity for gender-responsive strategies to promote healthy gaming habits among adolescents. Interventions should consider these distinct patterns to effectively mitigate potential risks associated with excessive or problematic gaming behaviors, emphasizing a balanced approach tailored to the unique needs of male and female gamers.
- Research Article
55
- 10.1016/j.chb.2020.106272
- Jan 20, 2020
- Computers in Human Behavior
Problematic gaming behavior and the personality traits of video gamers: A cross-sectional survey.
- Research Article
1
- 10.3389/fspor.2024.1407848
- Aug 9, 2024
- Frontiers in Sports and Active Living
IntroductionVideo games have become increasingly popular worldwide, attracting billions of gamers across diverse demographics. While studies have highlighted their potential benefits, concerns about problematic gaming behaviors have also emerged. Conditions such as Internet Gaming Disorder (IGD) have been recognized by major health organizations, necessitating accurate diagnostic tools. However, existing methods, primarily reliant on self-report questionnaires, face challenges in accuracy and consistency. This paper proposes a novel technological approach to provide gaming behavior indicators, aiming to offer precise insights into gamer behavior and emotion regulation.MethodsTo attain this objective, we investigate quantifiable gaming behavior metrics using automated, unobtrusive, and easily accessible methods. Our approach encompasses the analysis of behavioral telemetry data collected from online gaming platforms and incorporates automated extraction of gamer emotional states from face video recordings during gameplay. To illustrate the metrics and visualizations and demonstrate our method’s application we collected data from two amateur and two professional gamers, all of whom played Counter-Strike2 on PC. Our approach offers objective insights into in-game gamer behavior, helping health professionals in the identification of patterns that may be difficult to discern through traditional assessment methods.ResultsPreliminary assessments of the proposed methodology demonstrate its potential usefulness in providing valuable insights about gaming behavior and emotion regulation. By leveraging automated data collection and visualization analysis techniques, our approach offers a more comprehensive understanding of gamer behavior, which could enhance diagnostic accuracy and inform interventions for individuals at risk of problematic gaming behaviors.ConclusionOur findings demonstrate the valuable insights obtainable from a tool that collects telemetry data, emotion regulation metrics, and gaming patterns. This tool, utilizing specific indicators, can support healthcare professionals in diagnosing IGD and tracking therapeutic progress, potentially addressing challenges linked to conventional IGD assessment methods. Furthermore, this initial data can provide therapists with detailed information on each player’s problematic behaviors and gaming habits, enabling the development of personalized treatments tailored to individual needs. Future research endeavors will focus on refining the methodology and extending its application in clinical settings to facilitate more comprehensive diagnostic practices and tailored interventions for individuals at risk of problematic gaming behaviors.
- Research Article
9
- 10.3389/fpsyg.2021.707645
- Apr 11, 2022
- Frontiers in Psychology
BackgroundAddictive behavior of gambling, gaming and internet activity is partly a new research domain and has not been well investigated with regard to sexual minority populations. Although health disparities between sexual minorities and the general population are well documented, there is a lack of inclusion of sexual minorities in both research and clinic. Among lesbian, gay and bisexual populations certain features could be present that play a role for the development of addictive behaviors, such as social isolation and increased risk of other psychiatric problems. The aim of this study was to investigate problem gambling, problem gaming and problematic internet behavior in a European context and if it is affected by sexual orientation status.MethodsAn online web-survey was distributed among web-panels in England, Poland, Switzerland, Italy, Spain, Denmark, and Sweden in 2017–2018.Result10 983 complete answers were collected. 7.1% of the participants had a sexual minority status (n = 774). Regression models found that there was no difference in gambling, gaming and internet behavior among heterosexual and sexual minority men. Sexual minority women were associated with problematic gambling and gaming behavior, when also controlling for age and nationality. When also controlling for psychological distress, women defining as having another sexual minority status than lesbian and bisexual remained significant for having a problematic gaming behavior (AOR = 2.3).ConclusionAn awareness of female sexual minority perspectives is relevant in facilities treating behavioral addiction as well as in future research in behavioral addiction. More research is needed in problematic gambling and gaming behavior in different sexual minority populations with regard to psychiatric comorbidity and living conditions. An inclusion of sexual minority groups defining as other than gay and bisexual is needed in future research. No significant differences were found between heterosexual and sexual minority men in adjusted analysis in this study.
- Research Article
4
- 10.1016/j.jtcc.2013.06.001
- Jul 17, 2013
- Journal de Thérapie Comportementale et Cognitive
Prise en charge TCC d’une addiction aux jeux vidéo : l’expérience de jeu contribue à la thérapie
- Research Article
32
- 10.1111/sjop.12533
- Mar 24, 2019
- Scandinavian Journal of Psychology
This study was conducted to investigate the psychometric properties of the Finnish version of the Internet Gaming Disorder Test (IGDT-10), identify the proportion displaying problematic gaming behavior (PGB) among Finnish vocational school students, and characterize the relationships between sociodemographic factors and gaming characteristics predicting PGB in this population. This cross-sectional study involving 773 students (mean age 17.5years). Socio-demographic and gaming behavior characteristics were established using a web-based survey. A confirmatory factor analysis (CFA) showed that the IGDT-10 test has appropriate psychometric properties. The proportion of students exhibiting PGB based on the DSM-5 cut-off threshold was 1.3%. Regression analysis showed that male gender, preference for gaming on a personal computer, gaming time, poor self-perceived health status, and a preference for the solo and multiplayer online battle arenas (MOBA) game genres related positively to PGB scores. These findings demonstrate the appropriateness of the IGDT-10 test for the assessment of problematic gaming among adults, and support further research on PGB in Finland.
- Research Article
- 10.1016/j.jadohealth.2025.09.029
- Oct 1, 2025
- The Journal of adolescent health : official publication of the Society for Adolescent Medicine
Who They Play With Matters: An Exploration of Behavioral Pathways Linking Loneliness, Social Anxiety, and Problematic Gaming.
- Research Article
26
- 10.1080/08964289.2017.1378608
- Oct 13, 2017
- Behavioral Medicine
ABSTRACTMultiplatform digital media use and gaming have been increased in recent years. The aim of this study was to examine associations between sociodemographics and digital gaming behavior characteristics (i.e., gaming time, medium, and genres) with problematic gaming behavior in adolescents. A convenience sample of Finnish junior high school students (n = 560; mean age 14 years, ranging from 12 to 16 years) participated in the cross-sectional survey, of which, 83% (n = 465) reported having played digital games regularly. Sociodemographic data, different forms of digital media use, gaming behavior characteristics and problematic gaming behavior was assessed. Study participants spent on average one hour per day playing digital games; casual games (23.9%), shooting games (19.8%), and sport games (12.9%), were the most popular games among participants. By using regression analysis, a blended family structure and gaming time related positively to problematic gaming behavior. Preferences for game genres such as solo, Massively Multiplayer Online Role-Playing and strategy-management games were also positively associated with problematic use of digital games. These findings provide knowledge that can be utilized in the prevention of the possible negative consequences of digital gaming.
- Supplementary Content
173
- 10.1556/2006.4.2015.040
- Dec 1, 2015
- Journal of Behavioral Addictions
Background and AimsThe aim of this study was to identify problematic gaming behavior among Finnish adolescents and young adults, and evaluate its connection to a variety of psychological, social, and physical health symptoms.MethodsThis cross-sectional study was conducted with a random sample of 293 respondents aged from 13 to 24 years. Participants completed an online survey. Problematic gaming behavior was measured with the Game Addiction Scale (GAS). Self-reports covered health measures such as psychological health (psychopathological symptoms, satisfaction with life), social health (preferences for social interaction), and physical health (general health, Body Mass Index [BMI], body discomfort, physical activity).ResultsProblematic gaming behavior was found to relate to psychological and health problems, namely fatigue, sleep interference, depression and anxiety symptoms. Multiple linear regression indicated that the amount of weekly gaming, depression and a preference for online social interaction predicted increased problematic gaming symptoms.ConclusionsThis research emphasized that problematic gaming behavior had a strong negative correlation to a variety of subjective health outcomes.
- Research Article
44
- 10.1016/j.chb.2021.107012
- Sep 7, 2021
- Computers in Human Behavior
In recent years, the video game industry has introduced the possibility of buying virtual random goods (e.g., loot boxes) in electronic games using money through microtransactions, which are becoming more widespread and potentially akin to gambling. Although previous research has linked loot boxes with problematic gaming and gambling behaviors, there are very few studies that relate them to the clinical indicators of these problems. The overall goal of this study is to ascertain the prevalence of loot box purchasing behavior and its association with Internet Gaming Disorder (IGD) and Online Gambling Disorder (OGD). A secondary objective is to develop and analyze the psychometric properties of the Problematic Use of Loot Boxes Questionnaire (PU-LB). A cross-sectional study was conducted among 6633 participants (4236 males, 63.9%, and 4123 minors, 62.2%) with an average age of 16.73 ± 3.40 in a range of 11–30 years. The Spanish versions of the Internet Gaming Disorder Scale-Short Form (IGDS9-SF) and the Online Gambling Disorder Questionnaire (OGD-Q) were used. A total of 2013 (30.4%) participants reported purchasing a loot box in the last 12 months (28.9% among minors). A person who had purchased a loot box in the last 12 months had a prevalence rate (PR) of 3.66 [95% CI 2.66, 5.05] of presenting an IGD, and a PR = 4.85 [IC 95% 2.58, 9.12] of presenting an OGD. The PU-LB exhibited adequate reliability and validity indicators and was positively and significantly related to loot box expenditure, IGDS9-SF, and OGD-Q scores. The results are further discussed, and practical implications and future lines of research proposed.
- Research Article
96
- 10.2196/26808
- May 7, 2021
- JMIR Serious Games
BackgroundSchool closures during the COVID-19 pandemic may have exacerbated students’ loneliness, addictive gaming behaviors, and poor mental health. These mental health issues confronting young people are of public concern.ObjectiveThis study aimed to examine the associations between loneliness and gaming addiction behaviors among young people in Hong Kong and to investigate how familial factors, psychological distress, and gender differences moderate these relationships.MethodsThis cross-sectional study was conducted in June 2020 when schools reopened after 6 months of school closures. Participants included 2863 children and adolescents in primary (Grades 4 to 6) and secondary (Grades 7 and 8) schools (female participants: 1502/2863, 52.5%). Chi-square tests, one-way analyses of variance, and independent-samples t tests were performed to compare the differences of distribution in gaming addiction behaviors across gender, age, and other sociodemographic characteristics. Multinomial logistic regression analyses were conducted to identify factors that relate to excessive or pathological gaming behaviors separately, in comparison with leisure gaming.ResultsA total of 83.0% (2377/2863) of the participants played video games during the COVID-19 pandemic. The prevalence of excessive and pathological game addiction behaviors was 20.9% (597/2863) and 5.3% (153/2863), respectively. More male students had gaming addiction symptoms than female students. The multinomial logistic regressions showed that feeling lonely was associated with more problematic gaming behaviors, and the association was stronger for older female students. Low socioeconomic status, less parental support and less supervision, and poor mental health were risk factors for gaming addiction behaviors, especially among primary school students.ConclusionsLoneliness was associated with gaming addiction behaviors; the findings from this study suggested that this association was similar across gender and age groups among young people. Familial support and supervision during school closures can protect young people from developing problematic gaming behaviors. Results of this study have implications for prevention and early intervention on behalf of policy makers and game developers.
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