ArticleJournal of behavioral addictions2016
Predictors and patterns of problematic Internet game use using a decision tree model.
Article in Journal of behavioral addictions, 2016. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 14 papers.
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Who cites it
14 citing papers in PubMed.
- Prevalence of Internet gaming disorder, and its association with aggression, impulsivity and suicide ideation among university students.BMC psychology · 2026Article
- Role of Gaming Devices Associated With Internet Gaming Disorder in China: Cross-sectional Study.JMIR serious games · 2023Article
- Gaming Disorder and Psycho-Emotional Wellbeing among Male University Students and Other Young Adults in Israel.International journal of environmental research and public health · 2022Article
- Gaming in China Before the COVID-19 Pandemic and After the Lifting of Lockdowns: a Nationwide Online Retrospective Survey.International journal of mental health and addiction · 2022Article
- Development and Internal Validation of a Model for Predicting Internet Gaming Disorder Risk in Adolescents and Children.Frontiers in psychiatry · 2022Article
- Prediction of Problematic Smartphone Use: A Machine Learning Approach.International journal of environmental research and public health · 2021Article
- Factors related to Internet and game addiction among adolescents: A scoping review.Belitung nursing journal · 2021Article
- Effect of the Frustration of Psychological Needs on Addictive Behaviors in Mobile Videogamers-The Mediating Role of Use Expectancies and Time Spent Gaming.International journal of environmental research and public health · 2020Article
- Prevalence of Internet Gaming Disorder and Its Association With Personality Traits and Gaming Characteristics Among Chinese Adolescent Gamers.Frontiers in psychiatry · 2020Article
- Laxer Clinical Criteria for Gaming Disorder May Hinder Future Efforts to Devise an Efficient Diagnostic Approach: A Tree-Based Model Study.Journal of clinical medicine · 2019Article
- Need fulfilment and internet gaming disorder: A preliminary integrative model.Addictive behaviors reports · 2019Article
- Risk Factors for Internet Gaming Disorder: Psychological Factors and Internet Gaming Characteristics.International journal of environmental research and public health · 2017Article
- Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns.International journal of environmental research and public health · 2017Article
- Internet gaming disorder: Its prevalence and associated gaming behavior, anxiety, and depression among high school male students, Dammam, Saudi Arabia.Journal of family & community medicineArticle
Corrections and comments
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Authors and funding
7 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Background and aims Problematic Internet game use is an important social issue that increases social expenditures for both individuals and nations. This study identified predictors and patterns of problematic Internet game use. Methods Data were collected from online surveys between November 26 and December 26, 2014. We identified 3,881 Internet game users from a total of 5,003 respondents. A total of 511 participants were assigned to the problematic Internet game user group according to the Diagnostic and Statistical Manual of Mental Disorders Internet gaming disorder criteria. From the remaining 3,370 participants, we used propensity score matching to develop a normal comparison group of 511 participants. In all, 1,022 participants were analyzed using the chi-square automatic interaction detector (CHAID) algorithm. Results According to the CHAID algorithm, six important predictors were found: gaming costs (50%), average weekday gaming time (23%), offline Internet gaming community meeting attendance (13%), average weekend and holiday gaming time (7%), marital status (4%), and self-perceptions of addiction to Internet game use (3%). In addition, three patterns out of six classification rules were explored: cost-consuming, socializing, and solitary gamers. Conclusion This study provides direction for future work on the screening of problematic Internet game use in adults.
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