2018
DOI: 10.1111/dmcn.13754
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Internet gaming disorder in children and adolescents: a systematic review

Abstract: In representative samples of children and adolescents, on average, 2% are affected by Internet gaming disorder (IGD). The mean prevalences (overall, clinical samples included) reach 5.5%. Definitions are heterogeneous and the relationship with substance-related addictions is inconsistent. Many aetiological factors are related to the development and maintenance of IGD. This review presents an integrated model of IGD, delineating the interplay of these factors.

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Cited by 378 publications
(355 citation statements)
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References 235 publications
(502 reference statements)
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“…In this context, the focus on gaming addiction has increased [17][18][19], with the inclusion of internet gaming disorder in the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) in 2015 [20] and gaming disorder in the International Classification of Diseases and Related Health Problems (ICD-11) in 2018 [21]. In addition, the first studies on eSports performance have emerged, focusing mainly on the cognitive skills and challenges eSports players face [22][23][24].…”
Section: Introductionmentioning
confidence: 99%
“…In this context, the focus on gaming addiction has increased [17][18][19], with the inclusion of internet gaming disorder in the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) in 2015 [20] and gaming disorder in the International Classification of Diseases and Related Health Problems (ICD-11) in 2018 [21]. In addition, the first studies on eSports performance have emerged, focusing mainly on the cognitive skills and challenges eSports players face [22][23][24].…”
Section: Introductionmentioning
confidence: 99%
“…If one addiction behavior increases, the behavior of another addiction will increase too. Adolescents who have a negative life event will try to avoid problems through the Internet because it provides many interesting things for them (Estévez et al, 2017;Kusumawati et al, 2014;Musetti et al, 2018;Paulus et al, 2018).…”
Section: Problematic Internet Use In Adolescencementioning
confidence: 99%
“…La prevalencia del juego problemático se encuentra entre el 1-9%, dependiendo de criterios de corte, edad, sexo o diferencias socioculturales (Gentile, 2009;Gentile y cols., 2017;Mihara y Higuchi, 2017;Paulus, Ohmann, Von Gontard y Popow, 2018). El juego problemático puede generar aislamiento y bajo rendimiento académico (Gentile y cols., 2011;Lemmens, Valkenburg y Peter, 2011), y ha mostrado asociaciones altas con síntomas de trastornos afectivos, emocionales, y por déficit de atención e hiperactividad (González-Bueso y cols., 2018; Mihara y Higuchi, 2017;Müller y cols., 2015).…”
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