ArticleAddictive behaviors reports2020
Gaming addiction, problematic gaming and engaged gaming - Prevalence and associated characteristics.
Article in Addictive behaviors reports, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 33 papers, 2 of them syntheses that pooled it.
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Who cites it
33 citing papers in PubMed, 2 syntheses or guidelines pooled it.
- A two-decade bibliometric analysis (2004-2024) of parental factors in the context of internet gaming disorder research.Frontiers in psychiatry · 2026Pooled it
- Family-based therapy for internet addiction among adolescents and young adults: A meta-analysis.Journal of behavioral addictions · 2024Pooled it
- Neural Efficiency and Attentional Instability in Gaming Disorder: A Task-Based Occipital EEG and Machine Learning Study.Bioengineering (Basel, Switzerland) · 2026Article
- Review
- Gaming disorder in the ICD-11: the state of the game.BMC psychiatry · 2025Review
- Social context in the development of problematic gaming habits: a narrative exploration.Discover mental health · 2025Article
- Perspectives: Digital media use in children with autism: balancing benefits and risks. A nursing perspective.Journal of research in nursing : JRN · 2025Article
- Ambivalent User Needs as a Challenge and Chance for the Design of a Web-Based Intervention for Gaming Disorder: Qualitative Interview Study With Adolescents and Young Adults.JMIR formative research · 2025Article
- Mediating roles of weight stigma and physical activity avoidance in the associations between severity of gaming disorder and levels of physical activity among young adults.Journal of behavioral addictions · 2025Article
- Psychometric validation of the Bangla Digital Addiction Scale for Teenagers and its associated factors among adolescents: MeLiSA study.BJPsych open · 2025Article
- Exploring parent-child relationships in a Swedish child and adolescent psychiatry - cohort of adolescents with internet gaming disorder.BMC psychology · 2025Article
- Adolescents' experiences of psychological treatment for gaming disorder: a qualitative study.Frontiers in psychiatry · 2025Article
- Who seeks treatment for gaming? Characteristics of young and adult patients seeking treatment for gaming disorder.Frontiers in psychiatry · 2025Article
- Psychometric Validation of the Gaming Disorder Scale for Adolescents (GADIS-A) in Dutch Among Flemish Adolescents.Psychologica Belgica · 2025Article
- Family-Centered Treatment Program for Problematic Gaming and Excessive Screen Use in a Clinical Child and Youth Population (FAME): Protocol for a Feasibility Pilot Mixed Method Study.JMIR research protocols · 2024Article
- Effectiveness and Acceptability of Cognitive Behavioral Therapy and Family Therapy for Gaming Disorder: Protocol for a Nonrandomized Intervention Study of a Novel Psychological Treatment.JMIR research protocols · 2024Article
- Examining the relationship between non-suicidal self-harm and suicidality within the past 12-months and gaming problems in Norwegian full-time students.BMC psychiatry · 2024Article
- Problematic video gaming is negatively associated with bone mineral density in adolescents.European journal of pediatrics · 2024Article
- Hikikomori in the Middle East: The role of problematic gaming, social media use, and loneliness.PloS one · 2024Article
- Loot box purchasing and indebtedness: The role of psychosocial factors and problem gambling.Addictive behaviors reports · 2023Article
Corrections and comments
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Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
introductionGaming disorder was included in the 11th revision of the International Classification of Diseases (ICD 11) and the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) included Internet Gaming Disorder as a tentative diagnosis. Most scholars agree upon the potential risk for pathological use of video games. The primary aim of this study was to investigate the prevalence of engaged gamers, problem gamers and addicted gamers. The secondary aim was to describe these groups in terms of gender, age, social satisfaction, psychological wellbeing and hours spent chatting on internet/social media.
methodsWe used survey-based data for this population-based research. The data was collected online in two different settings in 2017. In total 2075 participants were included.
results4.5 percent met the criteria for highly engaged gaming, 5.3 percent were shown to be problem gamers and 1.2 percent met the cut off for game addiction. Young age, hours chatting on internet/social media, experiencing loneliness and considering seeking treatment for psychological distress were associated with both engaged, problematic and addictive gaming. Male gender was associated to problematic and addictive gaming. Hours spent chatting showed a greater correlation to problem/addictive gaming than to engaged gaming.
conclusionThe results of this study indicate that both highly engaged gamers, problem gamers and addicted gamers all experience loneliness and psychological distress to a greater extent than the remaining study participants. This adds to the knowledge of prevalence and features of gaming disorder. Additionally, preferably longitudinal research is needed in order to understand causality.
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