Most Norwegians are Internet users. We conducted a stratified probability sample study (Norway, 2007, age-group 16-74 years, N= 3,399, response rate 35.3%, 87.1% Internet users) to assess the prevalence of Internet addiction and at-risk Internet use by the Young Diagnostic Questionnaire (YDQ). The prevalence of Internet addiction (YDQ score 5-8) was 1.0% and an additional 5.2% were at-risk Internet users (YDQ score 3-4). Internet addiction and at-risk Internet use was strongly dependent on gender and age with highest prevalences among young males (16-29 years 4.1% and 19.0%, 30-39 years 3.3% and 10.7%). Logistic regression showed that male gender, young age, university level education, and an unsatisfactory financial situation were factors positively associated with "problematic Internet use" (at-risk and addicted use combined). Time spent on the Internet and prevalence of self-reported sleeping disorders, depression, and other psychological impairments increased linearly with YDQ score. Problematic Internet use clearly affects the lives of many people.
BackgroundPrior studies on the impact of problem gambling in the family mainly include help-seeking populations with small numbers of participants. The objective of the present stratified probability sample study was to explore the epidemiology of problem gambling in the family in the general population.MethodsMen and women 16–74 years-old randomly selected from the Norwegian national population database received an invitation to participate in this postal questionnaire study. The response rate was 36.1% (3,483/9,638). Given the lack of validated criteria, two survey questions ("Have you ever noticed that a close relative spent more and more money on gambling?" and "Have you ever experienced that a close relative lied to you about how much he/she gambles?") were extrapolated from the Lie/Bet Screen for pathological gambling. Respondents answering "yes" to both questions were defined as Concerned Significant Others (CSOs).ResultsOverall, 2.0% of the study population was defined as CSOs. Young age, female gender, and divorced marital status were factors positively associated with being a CSO. CSOs often reported to have experienced conflicts in the family related to gambling, worsening of the family's financial situation, and impaired mental and physical health.ConclusionProblematic gambling behaviour not only affects the gambling individual but also has a strong impact on the quality of life of family members.
Computer games are the most advanced form of gaming. For most people, the playing is an uncomplicated leisure activity; however, for a minority the gaming becomes excessive and is associated with negative consequences. The aim of the present study was to investigate computer game-playing behaviour in the general adult Norwegian population, and to explore mental health problems and self-reported consequences of playing. The survey includes 3,405 adults 16 to 74 years old (Norway 2007, response rate 35.3%). Overall, 65.5% of the respondents reported having ever played computer games (16-29 years, 93.9%; 30-39 years, 85.0%; 40-59 years, 56.2%; 60-74 years, 25.7%). Among 2,170 players, 89.8% reported playing less than 1 hr. as a daily average over the last month, 5.0% played 1-2 hr. daily, 3.1% played 2-4 hr. daily, and 2.2% reported playing > 4 hr. daily. The strongest risk factor for playing > 4 hr. daily was being an online player, followed by male gender, and single marital status. Reported negative consequences of computer game playing increased strongly with average daily playing time. Furthermore, prevalence of self-reported sleeping problems, depression, suicide ideations, anxiety, obsessions/ compulsions, and alcohol/substance abuse increased with increasing playing time. This study showed that adult populations should also be included in research on computer game-playing behaviour and its consequences.
In Norway, legalized gambling is pervasive, easily accessible and socially accepted, particularly the participation in national lotteries. We conducted a stratified probability sample study during January-March 2007 (age group 16-74 years, N = 3,482, response rate 36.1%) to assess gambling behavior and prevalence of problematic gambling by the NORC Diagnostic Screen (NODS). Overall, 67.9% of the study population had been engaged in past-year gambling and 0.7% were past-year problematic gamblers (NODS score 3+). Male gender, low educational level, single marital status, and being born in a non-Western country were variables positively associated with problematic gambling. Past-year problematic gamblers indicated the slot machine (34.6%) and Internet gambling (26.9%) as the most important games, while most non-problematic gamblers pointed out the lotteries (62.3%) as the most important game. The prevalence of self-reported sleeping disorders, depression and other psychological impairments was significantly higher among problematic gamblers. Gambling problems affect people's lives in multiple ways.
Computer games are the most advanced form of gaming. For most people, the playing is an uncomplicated leisure activity; however, for a minority the gaming becomes excessive and is associated with negative consequences. The aim of the present study was to investigate computer game-playing behaviour in the general adult Norwegian population, and to explore mental health problems and self-reported consequences of playing. The survey includes 3,405 adults 16 to 74 years old (Norway 2007, response rate 35.3%). Overall, 65.5% of the respondents reported having ever played computer games (16-29 years, 93.9%; 30-39 years, 85.0%; 40-59 years, 56.2%; 60-74 years, 25.7%). Among 2,170 players, 89.8% reported playing less than 1 hr. as a daily average over the last month, 5.0% played 1-2 hr. daily, 3.1% played 2-4 hr. daily, and 2.2% reported playing > 4 hr. daily. The strongest risk factor for playing > 4 hr. daily was being an online player, followed by male gender, and single marital status. Reported negative consequences of computer game playing increased strongly with average daily playing time. Furthermore, prevalence of self-reported sleeping problems, depression, suicide ideations, anxiety, obsessions/ compulsions, and alcohol/substance abuse increased with increasing playing time. This study showed that adult populations should also be included in research on computer game-playing behaviour and its consequences.
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