Addictive Internet Gaming Usage among Korean Adolescents before and after the Outbreak of the COVID-19 Pandemic: A Comparison of the Latent Profiles in 2018 and 2020

Jul 24, 2021International journal of environmental research and public health

Changes in Problematic Internet Gaming Among Korean Teens Before and After the COVID-19 Outbreak: Comparing Patterns from 2018 and 2020

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Abstract

A significant interaction was found between adolescent internet gaming profiles and cohorts from 2018 and 2020 (F = 119.747, < 0.001).

  • Adolescents in South Korea showed varied internet gaming behaviors before and after the COVID-19 pandemic.
  • Four profiles of gaming behavior were identified: 'casual' gamer, 'moderate' gamer, 'potential-risk' gamer, and 'addictive' gamer.
  • The addictive gamer profile displayed a significant increase in game time after the pandemic, while other profiles showed no significant signs of increased usage.
  • Increased addictive gaming usage was associated with higher scores on maladaptive gaming factors for internet games played on PCs.
  • The mean difference in addictive internet gaming usage between the 2018 and 2020 cohorts was only 1.2% to 4.9%, suggesting limited clinical significance.

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Key numbers

136.02 min
Increase in gameplay time for 'addictive' gamers
Average increase in gameplay time after COVID-19 for 'addictive' gamers.
3.5 of 100
Proportion of 'addictive' gamers
Percentage of adolescents classified as 'addictive' gamers in 2018.
2.3 of 100
Proportion of 'addictive' gamers in 2020
Percentage of adolescents classified as 'addictive' gamers in 2020.

Full Text

What this is

  • This research examines addictive internet gaming behavior among South Korean adolescents before and after the COVID-19 pandemic.
  • It analyzes data from nationally representative surveys conducted in 2018 and 2020 with 3040 and 2906 responses, respectively.
  • The study identifies four profiles of gaming behavior: 'casual', 'moderate', 'potential-risk', and 'addictive' gamers.
  • Findings reveal significant differences in gameplay time and addictive behaviors across these profiles, particularly after the pandemic.

Essence

  • Addictive internet gaming usage among South Korean adolescents shows varied profiles, with significant increases in gameplay time for those classified as 'addictive' after the COVID-19 pandemic.

Key takeaways

  • Four distinct profiles of gaming behavior were identified: 'casual', 'moderate', 'potential-risk', and 'addictive'. The majority of adolescents (76%) engage in safe gaming, while only 3.5% in 2018 and 2.3% in 2020 fit the 'addictive' profile.
  • The 'addictive' gamer profile exhibited the longest gameplay time, averaging 173 minutes on PCs and 183 minutes on mobile phones. This group showed a significant increase in gaming time after the pandemic.
  • Despite statistical significance, the mean difference in addictive gaming usage between 2018 and 2020 was only 1.2% to 4.9%, indicating limited clinical significance for most adolescents.

Caveats

  • The study's cross-sectional design limits causal inferences, as it compares different cohorts rather than the same individuals over time.
  • The scale used measures general gaming disorder symptoms, not specifically , which may affect interpretation.
  • The absence of console gaming data may overlook a portion of the gaming landscape, as console usage among adolescents in South Korea is relatively low.

Definitions

  • Internet Gaming Disorder (IGD): A behavioral addiction characterized by excessive gaming, leading to significant impairment or distress, requiring at least five symptoms as per DSM-5 criteria.
  • Maladaptive Game Use Scale (MGUS): A scale measuring addictive gaming behaviors across seven factors, used to categorize adolescents into different gaming profiles.

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