The overall prevalence of (IGD) among Czech adolescents is 3.62%, with notable differences between genders.
Males show a higher prevalence of IGD at 5.89%, compared to 1.45% in females.
Disordered gamers frequently use substances such as pharmaceuticals, methylenedioxymethamphetamine, and lysergic acid diethylamide.
Non-gamers have a higher prevalence of alcohol, cigarettes, sedatives, tranquillisers, and marijuana use.
A U-shaped relationship exists between average daily gaming time and the use of alcohol and cigarettes.
Disordered gamers exhibit more conduct problems, including bullying and risky in-game behaviours, except for forging parents' signatures.
Simplified
BACKGROUND AND AIMS: The aim of the present study was to estimate the complex association between (IGD), substance use, and other risky behaviours in Czech adolescents whilst providing prevalence estimates of IGD and psychometric information regarding the Czech Internet Gaming Disorder Scale-Short-Form (IGDS9-SF).
METHODS: A representative sample of 3,950 Czech adolescents was recruited through stratified random sampling in the school setting.
RESULTS: Disordered gamers showed frequent use of specific substances such as pharmaceuticals, methylenedioxymethamphetamine, and lysergic acid diethylamide. In contrast, non-gamers had higher prevalence of alcohol, cigarettes, sedatives and tranquillisers, and marijuana use. A logistic regression, utilising IGDS9-SF raw scores and average daily gaming time, revealed a U-shaped relationship between gaming and both alcohol and cigarette use. Additionally, conduct problems such as bullying, and risky in-game behaviours were more prevalent among disordered gamers, with the exception of forging parents' signatures. The overall prevalence of IGD was 3.62% (95% CI = [3.1%, 4.3%]), with higher rates in males (5.89%; 95% CI = [4.9%, 7.0%]) than in females (1.45%; 95% CI = [1.0%, 2.1%]).
DISCUSSION AND CONCLUSIONS: The Czech IGDS9-SF used in the present study showed adequate psychometric properties. The association between gaming and substance use behaviours may be specific and multifaceted depending on the severity of the gaming-related problems. Furthermore, disordered gamers may become more vulnerable due to a higher incidence of conduct problems, bullying (victimisation), and in-game risky behaviours such as engagement with microtransactions mechanics (e.g., loot box) within video games.
Key numbers
3.62%
Prevalence Rate
Overall prevalence of in the sample
64.5%
Substance Use Prevalence
30-day prevalence of alcohol use in the sample
27.0%
Cigarette Smoking Prevalence
30-day prevalence of cigarette smoking in the sample
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