Abstract

PurposeVideo gaming is one of the main recreational activities of children and adolescents. The American Psychiatric Association and the World Health Organization recently proposed diagnostic criteria for a pathological use of video games. The objective is to explore the perceptions of adolescents concerning pathological video game use. MethodsQualitative study by semi structured individual interviews in the homes of adolescent gamers and non-gamers living in France. The sampling was theoretical. The analysis followed an inductive approach following the phases of thematic analysis. The researchers used triangulation. Collection was concluded when theoretical saturation had been reached. ResultsSeventeen adolescents aged 10–18 were interviewed between April 2018 and March 2019. The adolescents recognised that video games use can be pathological. Deleterious consequences to physical, mental, and social wellbeing associated with gaming were discussed. Mental health, family and social environments, and the type of game seemed to influence the transition from recreational to pathological video-game use. The adolescents agreed on the need to regulate their gaming, particularly through parental control and self-control. ConclusionsRisks and protective factors related to the types of video game, the adolescent, and the environment were identified. Parental support would help lower the risk of pathological gaming.

Highlights

  • Video gaming is one of the main recreational activities of children and adolescents

  • The objective is to explore the perceptions of adolescents concerning pathological video game use

  • The adolescents recognised that video games use can be pathological

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Summary

Objectives

The objective of this work was to explore the perceptions of adolescents, gamers and non-gamers, concerning pathological video games use

Methods
Results
Discussion
Conclusion

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