Abstract

This study investigated the prevalence and interpersonal correlates of Internet gaming disorders (IGD) among Chinese adolescents. A cross-sectional survey was conducted in two cities (Shanghai and Xi’an) in China. A total of 2666 (Meanage = 12.77 ± 0.75) year-one students from eight middle schools completed a self-reported questionnaire. It tested their levels of IGD, parental psychological control, negative interpersonal events (physical/verbal abuse by parents, verbal abuse by teachers, peer/online bullying), social support from parents/peers, and positive relationships with parents/peers. Results showed that 346 participants (13.0%) were classified as having IGD. Gender, city, single-parent family, family socio-economic status, and mother’s education level were significantly associated with the risk of IGD. Logistic regression analyses with and without controlling for the significant background variables showed that the studied interpersonal variables were significantly associated with IGD, respectively. Forward stepwise logistic regression showed that the significant correlates of IGD included parental psychological control, physical/verbal abuse by parents, verbal abuse by teachers, and peer/online bullying. Results highlight the importance of addressing interpersonal risk factors to reduce adolescent IGD. Limitations and implications of this study are discussed.

Highlights

  • Internet gaming disorder (IGD) is a newly defined disease

  • We have identified a number of significant risk correlates of adolescent Internet gaming disorders (IGD), including those related to parents, teachers, and peers

  • The present study represents one of the first attempts to identify a wide range of significant interpersonal risk and protective correlates of adolescent IGD

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Summary

Introduction

Internet gaming disorder (IGD) is a newly defined disease. It was included as a condition for further study in the latest (fifth) edition of the Diagnostic and Statistical Manual of MentalDisorders (DSM-5) [1]. Internet gaming disorder (IGD) is a newly defined disease. It was included as a condition for further study in the latest (fifth) edition of the Diagnostic and Statistical Manual of Mental. Gaming disorder, which includes both online and offline gaming, was recently included as a formal diagnostic entity in the 11th edition of the International Classification of Diseases (ICD-11) [2], and distinguished from hazardous gaming. Prevalence of adolescent IGD varies across studies, due to differences in regions, assessment criteria, and socio-cultural variables involved in the studies [3]. In Taiwan, 46% of the regular adolescent Internet game players had had online game addiction as measured by the Online Games Addiction Scale [5].

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