ArticleJournal of behavioral addictions2020
Internet, gaming, and smartphone usage patterns of children and adolescents in Korea: A c-CURE clinical cohort study.
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.
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Who cites it
4 citing papers in PubMed.
- Mobile Phone Craving in Spain: Associations with Impulsivity, Anxiety, Gaming Problem, and Gambling Severity.Behavioral sciences (Basel, Switzerland) · 2026Article
- Burden of gaming disorder among adolescents: A systemic review and meta-analysis.Public health in practice (Oxford, England) · 2025Review
- Changes in Internet Activities and Influencing Factors for Problematic Internet Use During the COVID-19 Pandemic in Korean Adolescents: Repeated Cross-Sectional Study.JMIR pediatrics and parenting · 2025Article
- 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 · 2021Article
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Authors and funding
6 authors.
Funding
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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.
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