The aim of this systematic literature review is to map the longitudinal research in the field of Internet Use (IU) and Problematic Internet Use (PIU) in adolescents and emergent adults. Further, this study endeavours to examine the terminology and instruments utilized in longitudinal IU and PIU research and investigate whether statistically significant results have arisen from the areas of research focus. In a total of 29 studies, trends in the research of adolescent/emergent adult IU and PIU were discovered. These trends were conceptualized into individual, contextual and activity-related factors. Findings suggested that individual factors are the most researched and have demonstrated significant relationships with adolescent/young adult PIU. However, more research on contextual and activity-related factors is needed in order to achieve a clearer understanding of young people's IU and PIU behaviours, and to incorporate into a comprehensive model that will guide future research in this growing field.
This study aims: a) to estimate the prevalence of internet addiction among adolescents of urban and rural areas in Greece, b) to examine whether the Internet Addiction Test cut‐off point is applicable to them and c) to investigate the phenomenon's association with academic achievement. Participants were 2090 adolescents (mean age 16, 1036 males, 1050 females). Young's (1998) Internet Addiction Test and her Diagnostic Questionnaire were applied. School records' grades were retrieved. A 3.1% prevalence revealed, while boys {F (1, 1642) = 6.207, p < .05}, urban residents {F (1, 1642) = 5.53, p > .05} and academic track high school students {F (1, 1642) = 5.30, p < .05} were at higher risk. An Internet Addiction Test score of 51 points (sample's mean = 27.69, SD = 17.38) was proposed as the optimal cut‐off point combining high sensitivity (98%) and specificity (91%). Finally, findings illustrated the syndrome's relation to worse academic achievement {F (1, 1725) = 0.93, p > .05}.
The Internet Gaming Disorder Scale–Short-Form (IGDS9-SF) is widely used to assess Internet Gaming Disorder behaviors. Investigating cultural limitations and implications in its applicability is imperative. One way to evaluate the cross-cultural feasibility of the measure is through measurement invariance analysis. The present study used Multigroup Confirmatory Factor Analysis (MGCFA) to examine the IGDS9-SF measurement invariance across gamers from Australia, the United States of America (USA), and the United Kingdom (UK). To accomplish this, 171 Australian, 463 USA, and 281 UK gamers completed the IGDS9-SF. Although results supported the one-factor structure of the IGD construct, they indicated cross-country variations in the strength of the relationships between the indicators and their respective factor (i.e., non-invariant loadings of items 1, 2, 5), and that the same scores may not always indicate the same level of IGD severity across the three groups (i.e., non-invariant intercepts for items 1, 5, 7, 9).
Research into Internet Gaming Disorder (IGD) literature largely uses cross-sectional designs and seldom examines gaming context-related factors. Therefore, the present study combined a cross-sectional and longitudinal design to examine depression and the gamer-avatar relationship (GAR) as risk factors in the development of IGD among emerging adults. IGD behaviors of 125 gamers (64 online gamers, Mage = 23.3 years, SD= 3.4; 61 offline gamers, Mage = 23.0 years, SD= 3.4) were assessed using the nine-item Internet Gaming Disorder Scale Short Form (IGDS-SF9; Pontes & Griffiths, 2015). The Self-Presence Scale (Ratan & Dawson, 2015) and the Beck Depression Inventory (Beck, Steer, & Brown, 1996) were also used to assess gamers' levels of GAR and depressive symptoms respectively. Regression and moderation analyses revealed that depression and the GAR act as individual risk factors in the development of IGD over time. Furthermore, the GAR exacerbates the IGD risk effect of depression.Keywords: Internet Gaming Disorder; Video gaming; Gamer-avatar relationship; Online addiction; Depression 3 IntroductionThe expansion of online gaming has led to excessive and potentially problematic gaming among a small minority of individuals (Pontes & Griffiths, 2014). The first commercial video games made their debut in the US in the 1970s, and by the early 1980s reports of video gaming addiction began to appear in academic literature (Kowert & Quandt, 2015). In the 2000s there was a substantial growth in video game playing, video game addiction, and associated research (Griffiths, 2015). As the medium has developed, it has enabled an online environment where gamers can gather virtually and create global online communities (Griffiths, 2015). Consequently, there has been a significant growth over the last decade of research examining both online video gaming and video game addiction (Griffiths, van Rooij et al., 2016; Petry et al., 2014; Petry et al., 2014).Various terms have been employed to define excessive online video gameplay such as 'problem video game playing', 'video game addiction', 'internet gaming addiction', 'pathological video game use', 'problem video game play', 'online gaming addiction', 'video game dependency', 'pathological gaming', and 'problematic online gaming ' (Pontes & Griffiths, 2014). The wide variety of names, definitions, and diagnostic instruments applied to problematic video gaming has resulted in inconsistencies among researchers considering the prevalence of the behavior (King, Haagsma, Delfabbro, Gradisar, & Griffiths, 2013; Kuss & Griffiths, 2012a; Petry et al., 2014). In May 2013, the American Psychiatric Association (APA, 2013) introduced the classification of Internet Gaming Disorder (IGD; i.e., the problematic use of online video games) as a condition worthy of further study in the latest (fifth) edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5).Literature reviews have identified a diagnostic overlap between studies that had previously investigated problem...
Purpose of Review The playing of videogames has become an everyday occurrence among many adolescents and emerging adults. However, gaming can be problematic and potentially addictive and problematic gamers can experience co-occurring behavioral or substance use-related problems. The aims of the present review were to (i) determine the co-occurrence of potentially addictive behaviors with problematic and disordered gaming, and (ii) elucidate the potential risk factors in the development and maintenance of co-occurrence within disordered gaming. Recent Findings The main findings demonstrated that there are few empirical studies (N = 20) examining (i) co-occurrence of gaming disorder with other addictive behaviors; (ii) longitudinal risk of disordered gaming with co-occurring addictive behaviors; and (iii) mechanisms of co-occurrence in disordered gaming with co-occurring potentially addictive behaviors. Results suggest that disordered gaming can co-occur with a variety of other addictive behaviors (e.g., alcohol use disorder or addictive use of social media), and that research into the co-occurrence of addictive behaviors and substance use is increasing. Summary Based on this systematic review, findings suggest that gamers engage in a number of potentially addictive behaviors and substance use which can have detrimental effects on health and wellbeing. While a majority of the reviewed studies consider prevalence rates from a range of geographical locations, there are fewer papers which investigate individual and environmental risk factors.
Internet addiction (IA) has become an increasingly researched topic. In the present study, IA symptoms in adolescents were investigated longitudinally with specific focus on the individual's hostility, gaming use (of Massively Multiplayer Online Role Playing Games MMORPG gamers and more hostile adolescents presented more symptoms of IA. However, being a member of a classroom with a higher percentage of MMORPG gamers appeared to be a protective factor for IA. These longitudinal data emphasize the importance of contextual factors at the level of the classroom in determining differences in IA symptoms during adolescence.
The Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) has been extensively used worldwide to assess Internet Gaming Disorder (IGD) behaviors. Therefore, investigating cultural limitations and implications in its applicability is necessary. The cross-cultural feasibility of a test can be psychometrically evaluated with measurement invariance analyses. Thus, the present study used Multigroup Confirmatory Factor Analysis (MGCFA) to examine the IGDS9-SF measurement invariance across gamers from the United States of America (USA), India, and the United Kingdom (UK). A total of 1013 gamers from the USA (n = 405), India (n = 336), and the UK (n = 272) were recruited. Although the one-factor structure of the IGD construct was supported, cross-country variations were demonstrated considering the way that this was reflected on items assessing preoccupation/salience, tolerance, deception, gaming escapism/mood modification, as well as daily activities' impairment related to gaming. Furthermore, the same scores on items assessing withdrawal symptoms, tolerance, lack of control over gaming engagement, escapism/mood modification and daily activities impairment associated to gaming, have been found to reflect various levels of IGD severity across the three groups. The implications of these results are further discussed in the context of existing evidence regarding the assessment of IGD.
BackgroundVideogame addiction has been suggested as a tentative disorder in 2013 by the American Psychiatric Association (APA) and was recently officially recognized as a mental health disorder by the World Health Organization (WHO). Although a few studies have identified attention deficit and hyperactivity disorder (ADHD) as a key risk factor for Internet Gaming Disorder (IGD), the interplay between ADHD and IGD symptoms with gender differences across cultures remains to be further examined.ObjectiveThis study examined the moderating effects of gender in the association between ADHD and IGD across two nations.MethodA cross-sectional online survey was developed to recruit 164 Australian (Mage = 23.01, SD = 3.35, Minage = 18, Maxage = 31, Males n = 121, 73.80%) and 457 U.S.-North American (Mage = 25.25 years, SD = 2.76, Minage = 18 years, Maxage = 29 years, Males = 265, 57.98%) Massively Multiplayer Online (MMO) players aged between 18 and 29 years.ResultsThe hierarchical linear regression, moderation and moderated moderation analyses revealed that participants presenting greater inattention and hyperactivity symptoms exhibited higher levels of IGD-related behaviors in the two samples. Moreover, these associations differed across genders between the two countries. Specifically, more hyperactive-impulsive, as well as inattentive males in the USA presented higher levels of disordered gaming.ConclusionThe results highlight the need for more cross-cultural and symptom-focused research in the broader IGD field.
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