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Journal of adolescence···
Time spent gaming and depression linked to new cases of internet gaming disorder in teens over time
Updated
Abstract
The incidence of Internet gaming disorder (IGD) among adolescents was found to be 7.7% after one year.
- IGD may persist for years during adolescence.
- Gender and family financial condition are associated with IGD incidence.
- Time spent on gaming is an independent predictor of IGD incidence.
- Depressive symptoms are also an independent predictor of IGD incidence.
Simplified
INTRODUCTION: Internet gaming disorder (IGD) was popular among adolescents worldwide, but whether some associated factors could contribute to the development of IGD was unclear. This longitudinal study explored the temporal stability of IGD over one year and determined the predictors for IGD incidence.
METHODS: Participants were 1121 adolescents from six junior high schools in Shanghai, China (50.6% males; median age = 13.0 years). The baseline and follow-up questionnaire survey measured IGD, time spent on gaming, depressive symptoms, insomnia condition, substance use and background variables from 7th to 8th grade. Multivariate logistic regression analysis was conducted to test the associations between other factors and IGD incidence.
RESULTS: IGD incidence was 7.7% at one-year follow-up. Gender, family financial condition, parental educational level, time spent on gaming, insomnia condition and depressive symptoms were associated with IGD incidence in univariate analysis, whereas only gender, family financial condition, time spent on gaming and depressive symptoms were associated with IGD incidence in multivariate logistic regression.
CONCLUSIONS: IGD might persist for years during adolescence. After controlling for sociodemographic factors, time spent on gaming and depressive symptoms were independent predictors for IGD incidence.
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