ArticleFrontiers in psychiatry2024
Prevalence, correlates, and comorbidities of internet gaming disorder and problematic game use: national mental health survey of Korea 2021.
Article in Frontiers in psychiatry, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 7 papers, 1 of them a synthesis that pooled it.
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Who cites it
7 citing papers in PubMed, 1 synthesis or guideline 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
- Self-Control Buffers the Association Between Aggression and Problematic Internet Gaming in Adolescents.Psychiatry investigation · 2026Article
- Development and Effectiveness of Humanities-Based Cognitive Behavior Therapy for Adolescents With Problematic Gaming Behavior.Psychiatry investigation · 2026Article
- Prevalence of internet gaming disorder and measurement invariance of the IGDS9-SF in a high-risk Latin American sample.Frontiers in psychiatry · 2026Article
- Impact of video game addiction on social interaction: An observational review examining loneliness, social anxiety, and social activity.World journal of psychiatry · 2025Article
- Moderated Mediation in Problematic Digital Gaming Among Adolescents: Self-Esteem, Social Anxiety, Self-Concealment, and Sensation Seeking.Children (Basel, Switzerland) · 2025Article
- Exploring the Association Between Problematic Internet Use, Internet Gaming Disorder in Adolescents with ADHD: A Scoping Review.International journal of environmental research and public health · 2025Article
Corrections and comments
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Authors and funding
3 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Background: This study investigated the prevalence, correlates, and comorbidities of Internet Gaming Disorder and problematic game use among the general population in Korea. Methods: The data of 2,764 individuals aged 18 to 49 years who participated in the National Mental Health Survey of Korea 2021 were analyzed. The diagnostic assessments were based on the Structured Clinical Interview for Internet Gaming Disorder and the Composite International Diagnostic Interview. The Game Overuse Screening Questionnaire assessed problematic game use. Multiple logistic regression analyses were performed, and a complex sampling design analysis was applied. Results: The 12-month prevalence rate of Internet gaming disorder (IGD) was 0.8% and the 1-month prevalence rate of problematic game use was 8.4%. IGD was higher in men, younger people, unemployed, and in those with low physical activity, dissatisfaction with their quality of life, and who perceived more loneliness and social isolation. While both alcohol use disorder (AUD) and Attention-Deficit/Hyperactivity Disorder (ADHD) were significantly associated with IGD, only ADHD was significantly associated with problematic game use. Conclusion: IGD and problematic game use are relatively prevalent in the Korean adult population and are comorbid with AUD and ADHD. Therefore, a preventive strategy for IGD and problematic game use is needed for game users who are more likely to be addicted, such as younger male users. In addition, mental health screening and appropriate treatment for both game addiction and comorbid psychiatric disorders should be provided to individuals with IGD and problematic game use.
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