2019
DOI: 10.3390/ijerph17010003
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Internet Gaming Disorder: Exploring Its Impact on Satisfaction in Life in PELLEAS Adolescent Sample

Abstract: Among adolescents, heavy video game use and socializing online may be valued socially by peers, depending on gender and age, which can increase life satisfaction. However, heavy video gaming may also be linked to symptoms of Internet Gaming Disorder, which can decrease life satisfaction. Overall, when symptoms of Internet Gaming Disorder are present, do subjects experience decreased or increased life satisfaction, all other things being equal? The aim of this study was to explore the association between Intern… Show more

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Cited by 21 publications
(28 citation statements)
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“…About gender, men are more likely to be addicted to video games than women. This data is in line with other research (Brunborg, Mentzoni, & Frøyland, 2014;Buono et al, 2020;Goudriaan, Oosterlaan, de Beurs, & den Brink, 2004;Hsieh et al, 2018;Phan et al, 2020;Ross, Månsson, & Daneback, 2012) showing an over-representation of men concerning video game addiction.…”
Section: Discussionsupporting
confidence: 92%
See 1 more Smart Citation
“…About gender, men are more likely to be addicted to video games than women. This data is in line with other research (Brunborg, Mentzoni, & Frøyland, 2014;Buono et al, 2020;Goudriaan, Oosterlaan, de Beurs, & den Brink, 2004;Hsieh et al, 2018;Phan et al, 2020;Ross, Månsson, & Daneback, 2012) showing an over-representation of men concerning video game addiction.…”
Section: Discussionsupporting
confidence: 92%
“…Thus, any initiatives to prevent maladaptive behaviors related to video game addiction could be managed more effectively. Especially when the cause may be due to a lack of social integration and supports, which can lead to increased isolation and increased video game consumption that, in turn, fuels a lack of social contact (Paulus et al, 2018;Phan, Prieur, Bonnaire, & Obradovic, 2020).…”
Section: Introductionmentioning
confidence: 99%
“…Gender can significantly negatively predict the rise in IGDs in early teens, which means that girls are more likely to experience a larger increase in IGDs in early teens than boys. This is consistent with the results of another study (Phan et al, 2020) showing that, before and after the age of 15, symptoms of IGD were prevalent in men at 21% and 19% and in women at 6% and 7%, respectively [ 38 ], although the differences were not statistically significant, but the trends were consistent with those of the current study.…”
Section: Discussionsupporting
confidence: 93%
“…The International Classification of Diseases 11 th edition (ICD-11) considers IGD among addictions beyond the fact that addictive behavior involves the use of psychostimulants and is characterized primarily by greed. Repeated and continuous engagement in online games results in clinically severe pain, with a broad spectrum of psychological problems including depression, anxiety, social phobia, poor school performance (achievement), and sleep deprivation [18], [19], [20].…”
Section: Igdmentioning
confidence: 99%