ArticleMedicina (Kaunas, Lithuania)2020
An investigation into Video Game Addiction in Pre-Adolescents and Adolescents: A Cross-Sectional Study.
Article in Medicina (Kaunas, Lithuania), 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 18 papers.
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Who cites it
18 citing papers in PubMed.
- Validation of the Farsi version of the video-game addiction scale for children: its associations with social media addiction, internet addiction and executive functions.BMC psychology · 2025Article
- Parental Phubbing Behavior and Adolescents' Online Gaming Time: The Mediating Role of Electronic Health Literacy.Behavioral sciences (Basel, Switzerland) · 2024Article
- The Relationship between video game addiction and bladder/bowel dysfunction in childrenBiomedica : revista del Instituto Nacional de Salud · 2024Article
- Article
- Evaluation of Problematic Video Game Use in Adolescents with ADHD and without ADHD: New Evidence and Recommendations.Behavioral sciences (Basel, Switzerland) · 2024Article
- Effects of memory and attention on the association between video game addiction and cognitive/learning skills in children: mediational analysis.BMC psychology · 2024Article
- Eating Behavior, Sleep Disorders and Digital Game Addiction in Children and Determination of Associated Factors by CHAID Analysis.Iranian journal of public health · 2024Article
- Predictors of Problematic Video Gaming in Elementary School Boys with ADHD.International journal of environmental research and public health · 2023Article
- The effects of online game addiction on reduced academic achievement motivation among Chinese college students: the mediating role of learning engagement.Frontiers in psychology · 2023Article
- Internet gaming disorder in an adolescent during the COVID-19 pandemic: a case report.The Pan African medical journal · 2022Article
- Relationship between Medical Students' Perceived Stress and Gaming Behavior at King Saud University.BioMed research international · 2022Article
- Individual and Interpersonal Factors Associated with the Incidence, Persistence, and Remission of Internet Gaming Disorders Symptoms in an Adolescents Sample.International journal of environmental research and public health · 2021Article
- Article
- Joint effects of children's emotional problems and parental depressive symptoms on the occurrence of internet gaming disorder among children and adolescents: A longitudinal study.Journal of behavioral addictions · 2021Article
- Validity and Psychometric Properties of the Internet Gaming Disorder Scale in Three Large Independent Samples of Children and Adolescents.International journal of environmental research and public health · 2021Article
- The Influence of Online Game Behaviors on the Emotional State and Executive Function of College Students in China.Frontiers in psychiatry · 2021Article
- Differential Effects of Anxiety on Internet Gaming Disorder: A Large-Scale Cross-Sectional Survey.Frontiers in psychiatry · 2021Article
- Mathematical models in nursing research.Journal of public health research · 2020Article
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7 authors.
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Abstract
BACKGROUND AND
objectivesGame addiction is an emerging problem in public health. A gaming disorder is characterized by a pattern of persistent or recurrent gaming behavior. The behavioral pattern is severe enough to implicate a significant involvement of family, social, educational, professional, or other relationships. Therefore, greater attention needs to be paid to potential addictive behaviors in terms of video games in order to identify both pre-adolescents and adolescents at risk and to provide them with adequate assistance.
resultsThis study shows the presence of pathological students is equal to 1.93%, with 37.46% and 4.50% obtained with Monothetic and Polythetic analysis (global and partial), respectively. In our sample, the most frequent were students with a gaming time of 1 or 2 h, and students with a day gaming frequency of 1, 2, or 3 times a day. The items with more pathological students were Item 2 (i.e., Tolerance) and 4 (i.e., Withdrawal). Every item was positively correlated with Daily gaming time(hours) and Daily game frequency, excluding Item 4(i.e., Withdrawal). Finally, the Monothetic GAS score was positively correlated with Daily gaming time while the Polythetic Global GAS was positively correlated with Daily game frequency and negatively with Education level; instead, the Polythetic Partial GAS score was positively correlated with only Daily gaming time.
conclusionMales are pathological gamblers more so than females and spend more time playing video games. An increase in Daily game frequency or Daily gaming time implicates an increase in video game addictions, while an increase in Education level, which generally corresponds to a greater age, implicates a decrease in game addiction. Finally, we observed that the correlations obtained between the Polythetic Partial GAS score with the independent variables such as Age, Gender, Education level, Daily gaming time (hours), and Daily game frequency were analogous to the significant correlations obtained with the Monothetic GAS score, while these correlations were different for the Polythetic Global GAS and the independent variables. These results suggest that the use of the original Polythetic scale should not be neglected.
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