Evidence map›Paper›PMID 31545097›Full record

ArticleJournal of behavioral addictions2019

Normative, passionate, or problematic? Identification of adolescent gamer subtypes over time.

Margot Peeters, Ina Koning, Jeroen Lemmens, Regina van den Eijnden

Open access · goldAbstract read
In one paragraph

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.

0numbers the graph read from it
0cells of the map it votes in
14citing papers in PubMed, 1 pooled it
5.8field-weighted citation impact, top 4% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

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.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

14 citing papers in PubMed, 1 synthesis or guideline pooled it, 31 citations in OpenAlex.

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  7. 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 · 2024
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors at 2 institutions in 1 country.

Margot PeetersDepartment of Interdisciplinary Social Sciences, Youth Studies,Utrecht University, Utrecht,The Netherlands.
Ina KoningDepartment of Interdisciplinary Social Sciences, Youth Studies,Utrecht University, Utrecht,The Netherlands.
Jeroen LemmensAmsterdam School of Communication Research,University of Amsterdam, Amsterdam,The Netherlands.
Regina van den EijndenDepartment of Interdisciplinary Social Sciences, Youth Studies,Utrecht University, Utrecht,The Netherlands.
Utrecht University · NLUniversity of Amsterdam · NL

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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.

Indexed as

Problem BehaviorVideo GamesAdolescentAdolescent BehaviorBehavior, AddictiveFactor Analysis, StatisticalFemaleHumansLongitudinal StudiesMaleRecreationSex Factorsadolescencegamer subtypesInternet gaming disorderproblematic gamingsensitivityspecificity

Identifiers

PMID31545097
PMCPMC7044612
OpenAlexW2975698491

What OpenQuestion holds

Textmetadata
LicenceCC BY-NC
Read underepoch 390

Registered trials

None linked

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.