ArticlePloS one2026
Problematic gaming in occasional, low, intermediate or heavy use gamers - not all screen time is created equal - A reanalysis.
Article in PloS one, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
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4 authors.
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Abstract
Despite having received increasing attention over the past decade, little is known about the factors that can increase or decrease symptoms of problematic gaming (PG) in individuals with different video gaming (VG) habits (e.g., occasional use gamers vs heavy use gamers). Here, we apply a specification curve analysis to assess the impact of changes in two key risk factors, gaming consumption and impulsivity, as well as one protective factor, family environment, on changes in PG symptoms over 2 years in a large sample of Singaporean adolescents between 2007 and 2009. By considering individual differences in baseline video game habits, we show that changes in VG consumption influenced changes in PG in adolescents who reported not usually playing games at study inception (i.e., occasional use gamers), whereas changes in impulsivity influenced PG in those who reported being the most heavy use gamers at study inception. These findings highlight the importance of designing preventative measures that differ as a function of current video game habits. Possible measures may involve introducing gaming progressively (e.g., through setting age-appropriate limits or structured scaffolding with parents) to improve tolerance and reduce preoccupation in occasional gamers while promoting self-control early in development before gaming can become a problematic habit.
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