ReviewFrontiers in psychiatry2022
A systematic review of the impact of COVID-19 on the game addiction of children and adolescents.
Review in Frontiers in psychiatry, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 39 papers, 1 of them a synthesis that pooled it.
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Who cites it
39 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Interventions to build resilience and to ameliorate negative psychosocial effects of the COVID-19 pandemic on children and adolescents: a systematic review and meta-analysis.European child & adolescent psychiatry · 2024Pooled it
- Trends and Gender Differences in Gambling with Money between 2018 and 2021: A Population-Based Study among 60,331 Spanish Adolescents.Journal of gambling studies · 2026Article
- Epidemiology of adolescent gaming disorder: A 6-year population-based longitudinal study (2019-2024).European psychiatry : the journal of the Association of European Psychiatrists · 2026Article
- Validation of the Game Addiction Scale in Adolescents (GASA short version): adaptation for Mexican children.Psicologia, reflexao e critica : revista semestral do Departamento de Psicologia da UFRGS · 2026Article
- Radiomics-based feature exploration and auxiliary diagnostic model construction for gaming disorder.Scientific reports · 2026Article
- The association between internet gaming disorder, depression, and anxiety among Palestinian university students who play internet games in a conflict-affected region.Frontiers in psychiatry · 2026Article
- Perceived Stress, Loneliness, and Resilience in Relation to Game Addiction Among Adolescents in Bangkok During the COVID-19 Pandemic Transition Period.Journal of child and adolescent psychiatric nursing : official publication of the Association of Child and Adolescent Psychiatric Nurses, Inc · 2025Article
- Manifestation of Learner Agency in Primary Education: Goal Setting, Implementation, and Reflection in the Context of Competency-Based Learning.Behavioral sciences (Basel, Switzerland) · 2025Article
- Evolving diagnosis and comorbidities of gaming disorder: Insights from psychiatry departments in five Chinese hospitals from 2018 to 2023.Journal of behavioral addictions · 2025Observational
- Psychopathology and Gaming Disorder in Adolescents.JAMA network open · 2025Article
- Facial Emotional Expression in Reaction to Internet Gaming Videos Among Young Adults: A Preliminary and Exploratory Study.Neuropsychopharmacology reports · 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
- 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
- Effect of the Reassured Self-Compassion-Based School Program on Anxiety, Video Game Addiction, and Body Image Among Rural Female Adolescents: Retrospective Study.JMIR formative research · 2025Article
- Psychometric properties of anxiety sensitivity Index-3 among Chinese college students and its preliminary application among this population experiencing campus lockdown.Social psychiatry and psychiatric epidemiology · 2025Article
- Not all screens are equal: associations between screen-based sedentary behavior and physical activity in Chinese children and adolescents.Frontiers in public health · 2025Article
- Moral panic and gaming disorder: focused on the mediation role of negative attitudes toward digital games.Frontiers in psychology · 2025Article
- From classrooms to controllers: how school closures shaped children's video gaming habits.Social psychiatry and psychiatric epidemiology · 2024Article
- COVID-19-Related Social Isolation, Self-Control, and Internet Gaming Disorder Among Chinese University Students: Cross-Sectional Survey.Journal of medical Internet research · 2024Article
- Comprehensive analysis including in-game spending and violent game playing in patients with internet gaming disorder.Neuropsychopharmacology reports · 2024Article
Corrections and comments
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Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Background: During the COVID-19 pandemic, it is reported that children and adolescents who are socially isolated experience high levels of stress and various mental health problems. At present, little research has been done to collect previous studies that focused on game addiction in children and adolescents during the COVID-19 pandemic. In this research, we aimed to investigate the prevalence of gaming disorder during COVID-19 in children and adolescents and the various factors experienced by children and adolescents that affected gaming disorder. Methods: We searched PubMed, Embase, PsycINFO, and Cochrane on 5 May 2021 to identify relevant literature. We extracted the prevalence estimates of game addiction from the studies to measure the global prevalence of game addiction. Then, we found the answers to the questions raised and synthesized them into several themes. Results: We identified 2,609 articles. Among them, studies that were not related to the topic, duplicated, and that did not meet the selection criteria were excluded, and 18 studies were selected. We rated most of the studies as moderate, and a few were low, and high. A majority of studies found an increase in game usage time and game addiction score during the COVID-19 pandemic. Some children and adolescents in emotional pain play games to communicate with their peers. Regarding parenting, violent parenting and the absence of parental supervision increase levels of game addiction in children. Gaming disorder was caused by the impact of COVID-19 in a vulnerable group with predisposing factors such as depression, anxiety, and attention-deficit/hyperactivity disorder. Adolescents and males scored higher on a game addiction scale, although we could not find any quantitative correlations due to the heterogeneous scales used for gaming addiction. Conclusions: During the COVID-19 pandemic, isolated children and adolescents reported increased gaming hours as a result of coping with their psychological pain and avoiding social isolation. Their parents, who should provide proper supervision, also failed to provide appropriate support due to the stress caused by the pandemic. Mental health providers should educate children, adolescents, and their guardians on alternative ways to relieve stress and help parents effectively control their children's usage of games.
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