Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns

Dec 6, 2017International journal of environmental research and public health

How Different Gaming Device Use Patterns Relate to Internet Gaming Disorder

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Abstract

Combined users of computer and smartphone games had a higher prevalence of (IGD) with an odds ratio of 1.579.

  • Individuals who played computer and smartphone games evenly exhibited increased rates of IGD, depression, anxiety disorder, and substance use disorder.
  • Smartphone-only gamers had the lowest prevalence of IGD and reported spending the least time and money on gaming.
  • Different gaming device usage patterns may influence the likelihood of developing IGD and related mental health issues.

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Key numbers

21.8%
Prevalence in Combined Users
Prevalence of among PC = SM group.
6.6%
Prevalence in Smartphone-Only Users
Prevalence of among SM only group.
396
Participants with
Total number of participants in the study.

Full Text

What this is

  • This research investigates the relationship between gaming device usage patterns and ().
  • Participants were classified based on their gaming device usage, including computer and smartphone gamers.
  • The study highlights how combined gaming behaviors are linked to higher rates of and associated mental health issues.

Essence

  • Combined gaming device usage patterns, particularly equal use of computers and smartphones, predict higher prevalence of (). Smartphone-only gamers show lower rates of and associated mental health issues.

Key takeaways

  • Combined users of gaming devices, especially those using both computers and smartphones evenly, had a higher prevalence of (21.8%) compared to smartphone-only users (6.6%).
  • Participants with spent more time and money on gaming, with those in the PC = SM group showing the highest comorbidity rates for depression, anxiety, and substance use disorders.
  • Smartphone-only gamers exhibited the lowest prevalence of and addiction scores, indicating less risk compared to those using multiple gaming platforms.

Caveats

  • The cross-sectional nature of the study limits causal inferences between gaming patterns and . Self-reported measures may introduce bias in the assessment of and associated behaviors.
  • The study did not include console gamers, which may limit the generalizability of findings to all gaming populations.

Definitions

  • Internet Gaming Disorder (IGD): A condition characterized by excessive gaming behaviors leading to significant impairment or distress.

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