ArticleAddictive behaviors reports2018
What matters is when you play: Investigating the relationship between online video games addiction and time spent playing over specific day phases.
Article in Addictive behaviors reports, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. An erratum has been issued. Cited by 30 papers.
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Who cites it
30 citing papers in PubMed.
- Internet Gaming Disorder and Internet Addiction: Comparing Italian and Migrant Children and Adolescents.Pediatric reports · 2026Article
- Gaming disorder in the ICD-11: the state of the game.BMC psychiatry · 2025Review
- Mediating role of depression and gender in the relationship between daily video games exposure and internet gaming disorder (IGD) among college students.BMC psychology · 2025Article
- When time slows down: temporal distortion and addictive social media use.Frontiers in psychology · 2025Article
- "It's a good distraction from the mayhem of reality": a reflexive thematic analysis on the role of video games to support coping during a crisis.Frontiers in digital health · 2025Article
- Investigating the Effectiveness of a Virtual-Reality-Based Mindfulness Intervention on Internet Gaming Disorder.Behavioral sciences (Basel, Switzerland) · 2024Article
- Factorial structure of the Internet Gaming Disorder questionnaire in the Italian setting: a single-factored ailment or a multifaceted condition?European child & adolescent psychiatry · 2024Article
- The Impact of Long-Term Online Learning on Internet Addiction Symptoms among Depressed Secondary School Students: Insights from a Cross-Panel Network Analysis.Behavioral sciences (Basel, Switzerland) · 2023Article
- The eSports Medicine: Pre-Participation Screening and Injuries Management-An Update.Sports (Basel, Switzerland) · 2023Review
- Article
- Relational Victimization and Video Game Addiction among Female College Students during COVID-19 Pandemic: The Roles of Social Anxiety and Parasocial Relationship.International journal of environmental research and public health · 2022Article
- Toward a delineation of the differences between high engagement and problem gaming.Addictive behaviors reports · 2022Article
- Time Spent Gaming, Device Type, Addiction Scores, and Well-being of Adolescent English Gamers in the 2021 OxWell Survey: Latent Profile Analysis.JMIR pediatrics and parenting · 2022Article
- Investigating how internet gaming disorder and bodily dissociation experiences vary by game genres.Cognitive processing · 2022Article
- Analysis of the coexistence of gaming and viewing activities in Twitch users and their relationship with pathological gaming: a multilayer perceptron approach.Scientific reports · 2022Article
- Effect of Parental Perception on the Prevalence of Adolescent Internet Gaming Disorder During the COVID-19 Pandemic.Psychiatry investigation · 2022Article
- Reaction time and working memory in gamers and non-gamers.Scientific reports · 2022Article
- Article
- Development and Internal Validation of a Model for Predicting Internet Gaming Disorder Risk in Adolescents and Children.Frontiers in psychiatry · 2022Article
- Editorial: Cognitive and Personality Variables in the Development of Behavioral Addictions in Adolescence and Emerging Adulthood.Frontiers in psychology · 2022Article
Corrections and comments
- Erratum issued
Authors and funding
7 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Online video gaming is now widely considered an activity possibly related to addictive behaviors, so that the diagnosis of Internet Gaming Disorder (IGD) is now included both in DSM-5 and ICD-11; however, there is still debate about some specific features of such disorder. One debated aspect is time spent playing: IGD gamers certainly play a high amount of time, but, on the other hand, also highly-engaged individuals or people working with video games (e.g.: eSports professional players) may play a lot without developing IGD. The literature agrees on the importance of deepening the role of time spent playing video games in IGD, to understand if it can be considered a symptom useful for the diagnosis, or not: one possibility is that time spent playing is not important in an absolute sense, but relatively to specific day phases. The present research involved 133 participants to test the relationship between average time spent playing over day phases (morning, afternoon, night; week, weekend days), age, game preferences and IGD. IGD score positively predicted time spent playing during weekend mornings, which are a day phase usually dedicated to other activities. Instead, time spent playing during afternoon was negatively predicted by age, according to this day phase being more related to youngsters' spare time, while night playing was related to preference for game genres which need dedicated time to organize multi-playing. Discussion deals with the utility of these preliminary results for future, more systematic research on IGD and its distinctive symptoms.
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