We found a match
Your institution may have rights to this item. Sign in to continue.
- Title
Problematic Video Gaming in a Young Spanish Population: Association with Psychosocial Health.
- Authors
Buiza-Aguado, Carlos; Alonso-Canovas, Araceli; Conde-Mateos, Celia; Buiza-Navarrete, Juan Jose; Gentile, Douglas
- Abstract
Problematic video gaming (PVG) is a concern for psychologists attending children and adolescents. Uniform diagnostic criteria are lacking, and risk factors are poorly understood. Internet gaming disorder (IGD) was included in the <italic>Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition</italic> (DSM-5), and scales derived from its diagnostic criteria may be helpful to assess PVG. A multicenter study was conducted in secondary schools using an IGD-derived scale (dichotomous Nine-Item Internet Gaming Disorder Scale [IGD-9]), analyzing PVG-related variables. Seven hundred eight students (55.8 percent male) with mean age 15.6 ± 2.7 years were included. Seventy-three percent were gamers and 22 percent heavy gamers (HGs). Forty-five percent reported online gaming and 6.6 percent massive multiplayer online role-playing games (MMORPGs). Fifty-nine students (8.3 percent) scored 5 or more in IGD-9 and were classified as IGD+. HG and IGD+ subjects were more frequently male and online and MMORPG gamers (<italic>p</italic> < 0.01). However, IGD+ subjects had significantly worse psychosocial scores than IGD− (<italic>p</italic> < 0.001), while HGs did not significantly differ from casual gamers (<italic>p</italic> > 0.01). The multivariate analysis showed that IGD+ scores were significantly associated with worse psychosocial health and adjustment (<italic>p</italic> < 0.001), while the other variables (male sex, online and MMORPG gaming, and HG) were not significantly associated (<italic>p</italic> > 0.01). The IGD-9 scale scored positive in 8.3 percent of our sample. Unlike gaming time, this scale was associated with psychosocial disturbances, making it potentially useful as a screening method to detect candidates for clinical intervention.
- Subjects
VIDEO games &; psychology; VIDEO games; MASSIVELY multiplayer online role-playing games; MENTAL illness; VIDEO games &; teenagers; SECONDARY school students; HISPANIC American teenagers; PSYCHOLOGY
- Publication
CyberPsychology, Behavior & Social Networking, 2018, Vol 21, Issue 6, p388
- ISSN
2152-2715
- Publication type
Article
- DOI
10.1089/cyber.2017.0599