BMC public health

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

Updated

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.

Simplified

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.

Simplified

Funding

Competing interests

The authors declare that they have no competing interests.
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