Internet Gaming Disorder in adolescence: investigating profiles and associated risk factors

Aug 13, 2021BMC public health

Internet Gaming Disorder in Teenagers: Identifying Types and Related Risk Factors

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Abstract

Approximately 4.7% of Slovenian adolescents are classified as 'high risk gamers' for .

  • The majority of 'high risk gamers' are male, comprising 87.5% of this group.
  • High risk gamers engage in more screen time activities compared to low risk gamers and non-gamers.
  • Lower levels of self-control are observed in high risk gamers compared to low risk gamers.
  • High risk gamers report poorer relationships with their parents.
  • Key predictors of IGD include male gender, frequent gaming, participation in music-related activities, and self-control.

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Key numbers

4.7%
Prevalence of High Risk Gamers
Of the total sample of 1071 adolescents
87.5%
Male Gamers Proportion
Among 'high risk gamers' (n = 48)
25.49
Self-Control Levels
Mean score for 'high risk gamers'

Full Text

What this is

  • This research investigates () among Slovenian adolescents, focusing on risk factors and profiles of gamers.
  • A total of 1071 eighth-grade students were assessed for risk using psychometric testing.
  • The study categorizes participants into 'high risk gamers', 'low risk gamers', and 'non-gamers' based on their gaming behaviors and related factors.

Essence

  • Approximately 4.7% of Slovenian adolescents are classified as 'high risk gamers', predominantly males, with lower self-control and a preference for screen time activities. Key predictors of include male gender, frequent gaming, and lower self-control.

Key takeaways

  • 4.7% of adolescents are identified as 'high risk gamers', with a significant male predominance (87.5%). These gamers engage more in screen time activities compared to their peers.
  • 'High risk gamers' demonstrate lower self-control levels than 'low risk gamers' and 'non-gamers', indicating a potential vulnerability to .
  • Four predictors of were identified: male gender, frequent gaming, attending music school or choir, and self-control levels, suggesting targeted areas for intervention.

Caveats

  • The study's cross-sectional design limits causal inferences about the relationship between gaming and risk factors. Additionally, data collection occurred in 2015, which may not reflect current trends.
  • Self-reported measures may introduce bias, as participants might underreport or overreport their gaming behaviors and experiences.

Definitions

  • Internet Gaming Disorder (IGD): A condition characterized by excessive gaming behavior leading to significant impairment or distress, requiring further research for formal diagnosis.

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