2021
DOI: 10.1007/s11469-021-00543-w
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Factors Associated with the Problematic Use of Video Games in Adolescents and Young People

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Cited by 4 publications
(5 citation statements)
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“…A review of problem gaming behavior suggests that it is significantly associated with a wide range of harmful health-related outcomes [15]. The fundamental variables that explain the problematic use of videogames are as follows: first, awareness of the problem and participation in the game, that is, thinking that one is in control and losing awareness of the time that he or she is dedicating to gaming; secondly, the cognitive distortions associated with videogames [16]. Additionally, there is a higher addiction in managing online games, mainly among boys over school-aged girls [17].…”
Section: Of 15mentioning
confidence: 99%
“…A review of problem gaming behavior suggests that it is significantly associated with a wide range of harmful health-related outcomes [15]. The fundamental variables that explain the problematic use of videogames are as follows: first, awareness of the problem and participation in the game, that is, thinking that one is in control and losing awareness of the time that he or she is dedicating to gaming; secondly, the cognitive distortions associated with videogames [16]. Additionally, there is a higher addiction in managing online games, mainly among boys over school-aged girls [17].…”
Section: Of 15mentioning
confidence: 99%
“…Factors that led to higher odds of developing disordered gaming included being male, being younger than 30, decreased face-to-face communication with family members, and testing positive for COVID-19. The findings from Oka et al 11 echo consistent findings that being male and being younger in age are important predictors of disordered gaming 11–17 …”
Section: Introductionmentioning
confidence: 70%
“…The findings from Oka et al 11 echo consistent findings that being male and being younger in age are important predictors of disordered gaming. [11][12][13][14][15][16][17] Notably, Oka et al 11 also examined a multitude of sociodemographic factors, including having children, living alone versus with someone else, household income, and employment status. These sociodemographic factors are all things that could have been impacted by the pandemic and may have impacted how people coped with the stresses of the pandemic.…”
Section: Introductionmentioning
confidence: 99%
“…Recent research is identifying the effects of video game genre to be of greater importance in understanding the effects of video game use on cognition (Azizi et al, 2018;Bavelier & Green, 2019;Bawa et al, 2018;Bediou et al, 2018;Bernaldo-de-Quirós et al, 2021;Bonny & Castaneda, 2017;Choi et al, 2020;Deleuze et al, 2017;Dobrowolski et al, 2015;Gobet et al, 2014), and it is possible that the differential and et al, 2005), be it at the synaptic level or large-scale network change (Turrigiano & Nelson, 2004), is attributed to the ability of video games to improve a wide array of cognitions (Ballesteros, Kraft, et al, 2015;Ballesteros et al, 2018;Bavelier, Achtman, et al, 2012;Choudhury & McKinney, 2013;Focker et al, 2018;Focker et al, 2019;Isbell et al, 2017;Lohse et al, 2013;Monteiro-Junior et al, 2016;Nahum & Bavelier, 2020;Pappas & Drigas, 2019). Neurogenesis, the underlying function that allows for axonal growth, is debated to be limited in adult humans (Kumar et al, 2019), while early childhood and adolescence are seen as the critical stage for neuroplasticity (Hubener & Bonhoeffer, 2014).…”
Section: Limitations and Directions For Future Researchmentioning
confidence: 99%
“…The focus in the literature on the negative effects of video game use has led, in part, to the governments of various countries to implement policies directed toward problematic video game use with little evaluation of said policies (Kiraly et al, 2018). Problematic video game play that is, video game play which is thought to result in harmful or adverse behavioural effects Bernaldo-de-Quirós et al, 2021;Collins & Freeman, 2014;Craig et al, 2021;Cudo et al, 2018;Cudo et al, 2020;Demetrovics et al, 2012;Mathews et al, 2019;Mettler et al, 2018;Panagiotidi, 2017;Seong et al, 2019) is the subject of debate (Aarseth et al, 2017) following a proposal that the American Psychiatric Association (APA) identified internet gaming disorder (IGD) to be listed in the DSM 5 as a potential diagnosis requiring more research (Király et al, 2015;Kuss et al, 2017;Luo et al, 2021). The APA's classification has renewed the focus on measuring and defining adverse video game use and negative outcomes.…”
mentioning
confidence: 99%