ArticleBMC public health2021
Internet Gaming Disorder in adolescence: investigating profiles and associated risk factors.
Article in BMC public health, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 43 papers, 2 of them syntheses that pooled it.
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Who cites it
43 citing papers in PubMed, 2 syntheses or guidelines pooled it.
- Factors Associated With Digital Addiction: Umbrella Review.JMIR mental health · 2025Pooled it
- Addictions and risk behaviors in adolescence: a systematic review and qualitative analysis.Frontiers in psychology · 2025Pooled it
- Sex differences in the longitudinal association between high risk of internet gaming disorder and subsequent suicidality among adolescents: A cohort study.Journal of behavioral addictions · 2026Article
- Digital Phenotyping of High-Risk Gaming Behavior Using Wearable Devices.Alpha psychiatry · 2026Article
- Global prevalence of internet gaming disorder in children and adolescents: a systematic review and meta-analysis.Child and adolescent psychiatry and mental health · 2026Review
- Article
- Mechanisms linking parents' education level to adolescent gaming disorder among Chinese Special School students: serial mediating effects of emotional abuse experience and psychopathy.BMC psychology · 2026Article
- Longitudinal Association Between Internet Gaming Disorder and School Refusal Among Adolescents Using a Random Intercept Cross-Lagged Panel Model: Three-Wave Prospective Cohort Study.JMIR serious games · 2026Article
- The Impact of Peer Stress on Disordered Eating Behaviors in Youths With Type 1 Diabetes: A Parallel Mediation Effect of Dual-Mode Self-Control.Journal of diabetes research · 2026Article
- Gaming onset and engagement among university students: a question of mismanaged emotions?BMC psychology · 2025Article
- The Mediating Role of Depression and the Moderating Role of Game Genre in the Relationship Between Suicidal Thoughts and Computer Game Addiction Among Adolescents in Tehran.Actas espanolas de psiquiatria · 2025Article
- Substance use in Spanish adolescent gamblers before and after the COVID-19 pandemic state of alarm: a population-based study.Scientific reports · 2025Observational
- Evolving diagnosis and comorbidities of gaming disorder: Insights from psychiatry departments in five Chinese hospitals from 2018 to 2023.Journal of behavioral addictions · 2025Observational
- Burden of gaming disorder among adolescents: A systemic review and meta-analysis.Public health in practice (Oxford, England) · 2025Review
- The dynamic interplay between neuroticism, extraversion, and problematic gaming in adolescents: A 4-wave longitudinal study.Journal of behavioral addictions · 2025Article
- Features related to the presence of internet gaming disorder and their impact on the treatment outcomes.Journal of behavioral addictions · 2025Article
- The internet gaming disorder and its associated factors among college students at Imam Mohammed Ibn Saud Islamic University, Riyadh, Saudi Arabia: A cross-sectional study.Journal of family medicine and primary care · 2025Article
- Parenting attitudes and pathological gaming: multifaceted influences of harsh-negative parenting on adolescent pathological gaming.Frontiers in psychology · 2025Article
- From classrooms to controllers: how school closures shaped children's video gaming habits.Social psychiatry and psychiatric epidemiology · 2024Article
- Investigating the mechanisms of internet gaming disorder and developing intelligent monitoring models using artificial intelligence technologies: protocol of a prospective cohort.BMC public health · 2024Article
Corrections and comments
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Authors and funding
2 authors.
Funding
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Abstract
backgroundElectronic gaming is a popular free-time activity and its deleterious effects have been considered by the American Psychiatric Association and World Health Organization. More recently 'Gaming Disorder' (GD) has been added to the 11
methodsTo achieve this, a quantitative and nationally representative study was conducted in primary schools in Slovenia with eighth grade as the primary sampling unit (N = 1071, Mean
resultsAbout 4.7% (n = 48) [95% CI: 3.4-6.0%] of Slovenian adolescents were found to be 'high risk gamers' when considering risk of IGD. These were mostly males (n = 42, 87.5%), and their preferred leisure activities involved more screen time activities (e.g., watching TV, playing video games, using social media). Moreover, 'high risk gamers' showed significantly lower levels of self-control compared to 'low risk gamers', and poorer understanding with their parents. Perceived satisfaction with life and mental health did not differ significantly between the three groups. The multinomial logistic regression identified four key predictors of IGD: male gender, gaming as a frequent free-time activity, attending music school or a choir and self-control.
conclusionPublic health measures should target adolescents at increased risk of developing IGD in early age because they are particularly drawn to excessive gaming behaviors and present greater IGD vulnerability.
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