Evidence map›Paper›PMID 32644934›Full record

ArticleJournal of behavioral addictions2020

Internet, gaming, and smartphone usage patterns of children and adolescents in Korea: A c-CURE clinical cohort study.

Yeong Seon Jo, Soo Young Bhang, Jung-Seok Choi, Hae Kook Lee, Seung Yup Lee, Yong-Sil Kweon

Abstract read
In one paragraph

Article in Journal of behavioral addictions, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 4 papers.

0numbers the graph read from it
0cells of the map it votes in
4citing papers in PubMed
–field-weighted citation impact
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

4 citing papers in PubMed.

  1. Article
  2. Review
  3. Article
  4. Are There Differences in Video Gaming and Use of Social Media among Boys and Girls?-A Mixed Methods Approach.International journal of environmental research and public health · 2021
    Article
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

6 authors.

Yeong Seon Jo1Department of Psychology, The Sung-Shin Women's University, Seoul, South Korea.
Soo Young Bhang3Department of Child and Adolescent Psychiatry, Eulji University School of Medicine, Seoul, South Korea.
Jung-Seok Choi4Department of Psychiatry, SMG-SNU Boramae Medical Center, Seoul, South Korea.
Hae Kook Lee6Department of Psychiatry, Uijeongbu St. Mary's Hospital, Catholic University College of Medicine, Gyeonggi, South Korea.
Seung Yup Lee7Department of Psychiatry, Eunpyeong St. Mary's Hospital, Catholic University College of Medicine, Seoul, South Korea.
Yong-Sil Kweon6Department of Psychiatry, Uijeongbu St. Mary's Hospital, Catholic University College of Medicine, Gyeonggi, South Korea.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

BACKGROUND AND

aimWhereas many studies on Internet gaming disorder (IGD) have used self-report questionnaires, only a few have adopted clinical interviews and samples. The current study aimed at using data from face-to-face diagnostic interviews, based on the criteria for IGD in the DSM-5, to determine the Internet, gaming, and smartphone usage patterns of children and adolescents.

methodsA latent class analysis was conducted using data collected through diagnostic interviews for Internet, gaming, and smartphone addiction with 190 participants (M = 13.14 years, SD = 2.46; 143 boys, 47 girls) who were part of a multicenter clinical cohort study.

resultsParticipants were classified into four groups: pleasure-seeking (Class 1), internal-use (Class 2), problematic-use (Class 3), and pathological-use (Class 4). The pleasure-seeking group (8.11%) showed low tendencies in general and proper control. The internal-use group (17.63%) showed significant increases in "cognitive salience" and "craving," with strong internal desires. The problematic-use group (37.28%) had no "interference with role performance"; however, they displayed "difficulty regulating use" and "persistent use despite negative consequences," with a slight functional impairment. The pathological-use group (36.98%) scored the highest on all these items, revealing a severe functional impairment. Compared to the other groups, the pathological-use group had the highest depression and daily stress levels and displayed the lowest levels of happiness.

conclusionsThis study provides basic data to elucidate Internet, gaming, and smartphone overuse patterns among children and adolescents, which could be used to develop differentiated intervention strategies for each group.

Indexed as

SmartphoneVideo GamesAdolescentAdolescent BehaviorChildChild BehaviorCohort StudiesDepressionFemaleHumansInternet Addiction DisorderMaleMotivationPleasureRepublic of KoreaStress, PsychologicaladolescentschildrengamingInternetlatent class modelsmartphoneusage patterns

Identifiers

PMID32644934
PMCPMC8939410

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.