ArticleJournal of behavioral addictions2019
Normative, passionate, or problematic? Identification of adolescent gamer subtypes over time.
Article in Journal of behavioral addictions, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 14 papers, 1 of them a synthesis that pooled it.
What it found
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Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
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Who cites it
14 citing papers in PubMed, 1 synthesis or guideline pooled it, 31 citations in OpenAlex.
- Escaping through virtual gaming-what is the association with emotional, social, and mental health? A systematic review.Frontiers in psychiatry · 2023Pooled it
- Multidimensional family therapy reduces problematic gaming in adolescents: A randomised controlled trial.Journal of behavioral addictions · 2021Trial
- Problematic gaming, problematic social media use, and psychological well-being in adolescents: exploring networks of symptoms in 10 European countries.Child and adolescent psychiatry and mental health · 2026Article
- Internet gaming disorder scale: A comparison of symptoms prevalence, structure, and invariance in 12 nationally representative European adolescent samples.Journal of behavioral addictions · 2025Article
- Burden of gaming disorder among adolescents: A systemic review and meta-analysis.Public health in practice (Oxford, England) · 2025Review
- Longitudinal Dynamic Relationships Between Videogame Use and Symptoms of Gaming Disorder and Depression Among Chinese Children and Adolescents.Journal of youth and adolescence · 2025Article
- Influence of parental mediation and social skills on adolescents' use of online video games for escapism: A cross-sectional study.Journal of research on adolescence : the official journal of the Society for Research on Adolescence · 2024Article
- Digital Dependency: How Parenting and Social Intelligence Shape Internet Addiction.Journal of addiction · 2023Article
- The association between COVID-19 preventive strategies, virtual reality exercise, use of fitness apps, physical, and psychological health: testing a structural equation moderation model.Frontiers in public health · 2023Article
- Validation of the Social Media Disorder Scale in Adolescents: Findings From a Large-Scale Nationally Representative Sample.Assessment · 2022Article
- The relationship between executive functioning and addictive behavior: new insights from a longitudinal community study.Psychopharmacology · 2022Article
- Article
- The Influence of Online Game Behaviors on the Emotional State and Executive Function of College Students in China.Frontiers in psychiatry · 2021Article
- Preventing problematic internet use during the COVID-19 pandemic: Consensus guidance.Comprehensive psychiatry · 2020Article
Corrections and comments
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Authors and funding
4 authors at 2 institutions in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
BACKGROUND AND
aimsFor most youngsters, gaming is a fun and innocent leisure activity. However, some adolescents are prone to develop problematic gaming behavior. It is therefore important to have a comprehensive understanding of psychosocial and game-related characteristics that differentiate highly engaged gamers from problematic gamers. To that end, this study evaluated the stability and consistency of Internet gaming criteria (as suggested by the DSM-5) and psychosocial characteristics in a two-wave longitudinal study including 1928 young adolescents (mean age = 13.3 years,
methodsA confirmatory factor analysis revealed good stability of the Internet gaming disorder (IGD) construct over time. Latent class analyses revealed three classes for boys (recreational, engaged, and problematic) and two classes for girls (recreational and engaged).
resultsSignificant differences between classes emerged for problem criteria (conflict and problems in social life), gaming duration, impulsivity, social competence, and attention/hyperactivity. The absence of a problematic gaming class for girls suggests that girls are less likely to develop problematic gaming behavior. DISCUSSION: The IGD criteria as proposed by the DSM-5 are a helpful tool to identify problematic gamers, although the results of this study suggest that using a strict cut-off point might result in false positives, particularly for boys. Problem criteria appeared to be the most sensitive and specific in identifying the problematic gamer, whereas escapism criteria were the least specific and sensitive. Careful consideration of the current proposed criteria to identify problematic gaming behavior could benefit the research and clinical field.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.