ArticleEuropean child & adolescent psychiatry2018
When addiction symptoms and life problems diverge: a latent class analysis of problematic gaming in a representative multinational sample of European adolescents.
Article in European child & adolescent psychiatry, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 36 papers, 1 of them a synthesis that pooled it.
What it found
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Who cites it
36 citing papers in PubMed, 1 synthesis or guideline pooled it, 102 citations in OpenAlex.
- Problematic Gaming and Sleep: A Systematic Review and Meta-Analysis.Frontiers in psychiatry · 2021Pooled it
- Internet gaming disorder scale: A comparison of symptoms prevalence, structure, and invariance in 12 nationally representative European adolescent samples.Journal of behavioral addictions · 2025Article
- Latent Class Analysis of Gameplay Metrics from Youth Playing a Robotics Game.International journal of serious games · 2025Article
- Burden of gaming disorder among adolescents: A systemic review and meta-analysis.Public health in practice (Oxford, England) · 2025Review
- Understanding the interplay between video game design features and dysregulated gaming patterns: A call to anchor future research directions in interactionist frameworks.Addictive behaviors reports · 2025Review
- From healthy play to gaming disorder: Psychological profiles from emotional regulation and motivational factors.Journal of behavioral addictions · 2025Article
- Gaming Disorder: The role of a gamers flow profile.Addictive behaviors reports · 2024Article
- Cognitive Patterns and Problematic Use of Video Games in Adolescents: A Cluster Analysis.International journal of environmental research and public health · 2023Article
- Wanna Bet? Investigating the Factors Related to Adolescent and Young Adult Gambling.European journal of investigation in health, psychology and education · 2023Article
- A latent profile approach for classifying internet gamers based on motives for online gaming.Journal of behavioral addictions · 2023Article
- Measuring Internet Gaming Disorder and Gaming Disorder: A Qualitative Content Validity Analysis of Validated Scales.Assessment · 2023Article
- Gamers' and non-gamers' perspectives on the development of problematic video game play.Current psychology (New Brunswick, N.J.) · 2023Article
- Biopsychosocial factors of gaming disorder: a systematic review employing screening tools with well-defined psychometric properties.Frontiers in psychiatry · 2023Review
- Coping and Co-Occurrence of Gaming Disorder and Substance Use in Recovering Substance Users.Journal of clinical medicine · 2022Article
- Co-Occurrence of Gaming Disorder and Other Potentially Addictive Behaviours between Australia, New Zealand, and the United Kingdom.International journal of environmental research and public health · 2022Article
- Different Typologies of Gamers Are Associated with Mental Health: Are Students DOOMed?International journal of environmental research and public health · 2022Article
- Problematic gaming risk among European adolescents: a cross-national evaluation of individual and socio-economic factors.Addiction (Abingdon, England) · 2022Article
- Problem gaming and suicidality: A systematic literature review.Addictive behaviors reports · 2022Review
- Emerging experience with selected new categories in the ICD-11: complex PTSD, prolonged grief disorder, gaming disorder, and compulsive sexual behaviour disorder.World psychiatry : official journal of the World Psychiatric Association (WPA) · 2022Article
- Exploring subtypes and correlates of internet gaming disorder severity among adolescents during COVID-19 in China: A latent class analysis.Current psychology (New Brunswick, N.J.) · 2022Article
Corrections and comments
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Authors and funding
2 authors at 2 institutions in 2 countries.
Funding
Abstract
The proposed diagnosis of Internet gaming disorder (IGD) in DSM-5 has been criticized for "borrowing" criteria related to substance addiction, as this might result in misclassifying highly involved gamers as having a disorder. In this paper, we took a person-centered statistical approach to group adolescent gamers by levels of addiction-related symptoms and gaming-related problems, compared these groups to traditional scale scores for IGD, and checked how groups were related to psychosocial well-being using a preregistered analysis plan. We performed latent class analysis and regression with items from IGD and psychosocial well-being scales in a representative sample of 7865 adolescent European gamers. Symptoms and problems matched in only two groups: an IGD class (2.2%) having a high level of symptoms and problems and a Normative class (63.5%) having low levels of symptoms and problems. We also identified two classes comprising 30.9% of our sample that would be misclassified based on their report of gaming-related problems: an Engaged class (7.3%) that seemed to correspond to the engaged gamers described in previous literature, and a Concerned class (23.6%) reporting few symptoms but moderate to high levels of problems. Our findings suggest that a reformulation of IGD is needed. Treating Engaged gamers as having IGD when their poor well-being might not be gaming related may delay appropriate treatment, while Concerned gamers may need help to reduce gaming but would not be identified as such. Additional work to describe the phenomenology of these two groups would help refine diagnosis, prevention and treatment for IGD.
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Registered trials
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