ArticleInternational journal of environmental research and public health2023
Video Game Playing and Internet Gaming Disorder: A Profile of Young Adolescents.
Article in International journal of environmental research and public health, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers.
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Who cites it
6 citing papers in PubMed.
- Gambling-like gaming, offline leisure, and help-seeking in problematic gaming among Flemish adolescents: a three-wave longitudinal study.Frontiers in psychology · 2026Article
- Internet gaming disorder among individuals with autism spectrum disorder in the Kingdom of Saudi Arabia: a comparative study.Frontiers in public health · 2026Article
- Associations Between Social Media Use and Mental Disorders in Adolescents and Young Adults: A Systematic Review and Meta-Analysis of Recent Evidence.Behavioral sciences (Basel, Switzerland) · 2025Review
- Relationship between adolescent gaming addiction and myopia, ocular surface condition, and health status: a questionnaire based cohort study.Scientific reports · 2025Article
- Influence of Gender, Parental Control, Academic Performance and Physical Activity Level on the Characteristics of Video Game Use and Associated Psychosocial Problems in Adolescents.Behavioral sciences (Basel, Switzerland) · 2024Article
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Authors and funding
7 authors.
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Abstract
In recent times, growing concern has arisen regarding the utilization of technology, video games, and the emergence of internet gaming disorder (IGD), particularly among young adolescents. This worry arises from the ambiguity in distinguishing between "normal" and "problematic" video game behavior, despite efforts to establish clear criteria for defining both. The goal of this study is to outline distinct profiles of adolescent video game players and identify variables associated with their gaming practices that correlate with problematic gaming. The study utilizes a substantial sample of adolescents drawn from a representative cross-section of educational institutions in the city of Madrid, ranging in age from 12 to 16 years. In total, 1516 participants (75%) acknowledged engaging in video game activities. The research delves into characterizing prevailing profiles of video game participants within this cohort and scrutinizes the profile that aligns with issues of IGD. In summary, approximately three-quarters of young adolescents participate in video gaming, with males constituting the majority. Typically, participants immerse themselves in action genre games for over three days per week, with males exhibiting a higher frequency than their female counterparts. Elevated gaming frequency correlates with heightened IGD scores, particularly among females. Young adolescents show a preference for game consoles (males) and mobile phones (females) and often play alone at home. Specific factors such as the device used, online mode, company, and gaming location impact the IGD scores. These profiles aim to assist families and educators in recognizing potential risk behaviors and IGD concerns; however, it is crucial to emphasize the necessity for case-specific screening and evaluation before deliberating on such behaviors.
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