BMC psychiatry

Links between self-harm, suicidal thoughts, and gaming problems in Norwegian full-time students over the past year

Updated

Abstract

Among Norwegian full-time students, the risk of non-suicidal self-harm and suicidal ideation increases with the severity of gaming problems.

  • Females showed an increased risk of non-suicidal self-harm and suicidal ideation progressing from non-gamer to problem gamer.
  • No significant differences in suicide attempt risk were found between gaming categories for both sexes.
  • Males exhibited an increased risk of non-suicidal self-harm from non-gamers to engaged gamers, with no differences among engaged, problematic, and addicted gamers.
  • Engaged and addicted male gamers had higher risks of suicide attempts compared to non-gamers and recreational gamers.
  • The findings suggest that the relationship between gaming problems and mental health outcomes may vary by sex.

Simplified

Key numbers

19.2%
Increase in Non-suicidal Self-harm Ideation Risk
Proportion of addicted gamers reporting non-suicidal self-harm ideation.
6
Suicide Attempt Risk Among Addicted Gamers
Number of suicide attempts reported among addicted gamers.
35.1%
Response Rate
Percentage of eligible students who completed the survey.

Full Text

What this is

  • This study investigates the relationship between gaming problems and mental health outcomes among Norwegian full-time students.
  • It examines non-suicidal self-harm and suicidality within the past year, stratified by sex.
  • Data from 59,544 students reveal significant associations between gaming problems and self-harm behaviors.

Essence

  • Gaming problems are linked to increased risks of non-suicidal self-harm and suicidal ideation, particularly among female students. Male students show different patterns, with risks rising only among engaged gamers.

Key takeaways

  • Among females, the risk of non-suicidal self-harm ideation and behavior increases with higher levels of gaming problems. Problem and addicted gamers show similar risks, indicating a concerning trend in mental health outcomes.
  • For males, non-gamers and recreational gamers exhibit lower risks of non-suicidal self-harm compared to engaged gamers. However, no significant differences are found among engaged, problematic, and addicted gamers.
  • Engaged and addicted gamers have higher risks of suicide attempts compared to non-gamers and recreational gamers, suggesting that gaming problems can escalate to severe mental health issues.

Caveats

  • The study's response rate of 35.1% may limit the generalizability of the findings to the broader population of students. Non-response patterns were not analyzed, which could have provided insights into the representativeness of the sample.
  • Self-report biases may affect the accuracy of the data, including social desirability and recall bias. These biases could influence reported gaming habits and mental health outcomes.
  • The study did not account for psychological distress, which may confound the relationship between gaming problems and self-harm or suicidality, limiting causal interpretations.

Definitions

  • Gaming Disorder (GD): A condition characterized by impaired control over gaming, leading to negative consequences in daily life.
  • Internet Gaming Disorder (IGD): A pattern of excessive gaming behavior that causes significant distress and impairment in functioning.

Simplified

Funding

Competing interests

The authors declare no competing interests.
PubMed

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