Abstract

BackgroundExisting instruments for measuring problematic computer and console gaming and internet use are often lengthy and often based on a pathological perspective. The objective was to develop and present a new and short non-clinical measurement tool for perceived problems related to computer use and gaming among adolescents and to study the association between screen time and perceived problems.MethodsCross-sectional school-survey of 11-, 13-, and 15-year old students in thirteen schools in the City of Aarhus, Denmark, participation rate 89%, n = 2100. The main exposure was time spend on weekdays on computer- and console-gaming and internet use for communication and surfing. The outcome measures were three indexes on perceived problems related to computer and console gaming and internet use.ResultsThe three new indexes showed high face validity and acceptable internal consistency. Most schoolchildren with high screen time did not experience problems related to computer use. Still, there was a strong and graded association between time use and perceived problems related to computer gaming, console gaming (only boys) and internet use, odds ratios ranging from 6.90 to 10.23.ConclusionThe three new measures of perceived problems related to computer and console gaming and internet use among adolescents are appropriate, reliable and valid for use in non-clinical surveys about young people’s everyday life and behaviour. These new measures do not assess Internet Gaming Disorder as it is listed in the DSM and therefore has no parity with DSM criteria. We found an increasing risk of perceived problems with increasing time spent with gaming and internet use. Nevertheless, most schoolchildren who spent much time with gaming and internet use did not experience problems.

Highlights

  • Existing instruments for measuring problematic computer and console gaming and internet use are often lengthy and often based on a pathological perspective

  • Other scholars adhere to what Ferguson et al [29] labels the alternative model rather than a pathological model. These papers often examine motivation to engage in computer gaming and internet use and positive aspects of gaming and computer use, e.g. pain distraction [35], enhanced self-esteem or ego-clarity [1], the formation of social relations [36,37], stimulation of social skills [1], adherence to a cultural tendency [38,39], accessing updated information [6] and the fact that many young people are highly engaged in computer use [19,31,36]

  • The objectives of this paper is 1) to present a new and short measurement tool for non-clinical research about perceived problems related to computer gaming and internet use and 2) to examine the relationship between screen time and these perceived problems

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Summary

Introduction

Existing instruments for measuring problematic computer and console gaming and internet use are often lengthy and often based on a pathological perspective. According to Ferguson et al [29], a large part of the literature about computer gaming and internet use reflects a pathological conceptual model This literature applies terms as addiction, dependency, disorder, and compulsiveness. Other scholars adhere to what Ferguson et al [29] labels the alternative model rather than a pathological model These papers often examine motivation to engage in computer gaming and internet use and positive aspects of gaming and computer use, e.g. pain distraction [35], enhanced self-esteem or ego-clarity [1], the formation of social relations [36,37], stimulation of social skills [1], adherence to a cultural tendency [38,39], accessing updated information [6] and the fact that many young people are highly engaged in computer use [19,31,36]. Several studies consider gaming and internet use as a continuum from computer engagement to addiction [47,48,49]

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