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      The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents

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          Abstract

          Aims

          The current study explored the nature of problematic (addictive) video gaming (PVG) and the association with game type, psychosocial health, and substance use.

          Methods

          Data were collected using a paper and pencil survey in the classroom setting. Three samples were aggregated to achieve a total sample of 8478 unique adolescents. Scales included measures of game use, game type, the Video game Addiction Test (VAT), depressive mood, negative self-esteem, loneliness, social anxiety, education performance, and use of cannabis, alcohol and nicotine (smoking).

          Results

          Findings confirmed problematic gaming is most common amongst adolescent gamers who play multiplayer online games. Boys (60%) were more likely to play online games than girls (14%) and problematic gamers were more likely to be boys (5%) than girls (1%). High problematic gamers showed higher scores on depressive mood, loneliness, social anxiety, negative self-esteem, and self-reported lower school performance. Nicotine, alcohol, and cannabis using boys were almost twice more likely to report high PVG than non-users.

          Conclusions

          It appears that online gaming in general is not necessarily associated with problems. However, problematic gamers do seem to play online games more often, and a small subgroup of gamers — specifically boys — showed lower psychosocial functioning and lower grades. Moreover, associations with alcohol, nicotine, and cannabis use are found. It would appear that problematic gaming is an undesirable problem for a small subgroup of gamers. The findings encourage further exploration of the role of psychoactive substance use in problematic gaming.

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          Most cited references102

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          A ‘components’ model of addiction within a biopsychosocial framework

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            An international consensus for assessing internet gaming disorder using the new DSM-5 approach.

            For the first time, the Diagnostic and Statistical Manual for Mental Disorders (DSM-5) introduces non-substance addictions as psychiatric diagnoses. The aims of this paper are to (i) present the main controversies surrounding the decision to include internet gaming disorder, but not internet addiction more globally, as a non-substance addiction in the research appendix of the DSM-5, and (ii) discuss the meaning behind the DSM-5 criteria for internet gaming disorder. The paper also proposes a common method for assessing internet gaming disorder. Although the need for common diagnostic criteria is not debated, the existence of multiple instruments reflect the divergence of opinions in the field regarding how best to diagnose this condition. We convened international experts from European, North and South American, Asian and Australasian countries to discuss and achieve consensus about assessing internet gaming disorder as defined within DSM-5. We describe the intended meaning behind each of the nine DSM-5 criteria for internet gaming disorder and present a single item that best reflects each criterion, translated into the 10 main languages of countries in which research on this condition has been conducted. Using results from this cross-cultural collaboration, we outline important research directions for understanding and assessing internet gaming disorder. As this field moves forward, it is critical that researchers and clinicians around the world begin to apply a common methodology; this report is the first to achieve an international consensus related to the assessment of internet gaming disorder. © 2014 Society for the Study of Addiction.
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              Development and Validation of a Game Addiction Scale for Adolescents

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                Author and article information

                Journal
                2006
                122266
                Journal of Behavioral Addictions
                JBA
                Akadémiai Kiadó, co-published with Springer Science+Business Media B.V., Formerly Kluwer Academic Publishers B.V.
                2062-5871
                2063-5303
                1 September 2014
                26 August 2014
                : 3
                : 3
                : 157-165
                Affiliations
                [ 1 ] IVO Addiction Research Institute, Heemraadssingel 194, 3021 DM, Rotterdam, The Netherlands
                [ 2 ] Erasmus MC, Rotterdam, The Netherlands
                [ 3 ] Birmingham City University, Birmingham, UK
                [ 4 ] International Gaming Research Unit, Psychology Division, Nottingham Trent University, Nottingham, UK
                [ 5 ] Bamford Centre for Mental Health and Wellbeing, University of Ulster, Londonderry, UK
                [ 6 ] MRC All-Ireland Hub for Trials Methodology Research, University of Ulster, Londonderry, UK
                [ 7 ] Department of Health Promotion, Maastricht University, Maastricht, The Netherlands
                Author notes
                [* ] +31-10-4253366, +31-10-2763988, rooij@ 123456ivo.nl
                Article
                3
                10.1556/jba.3.2014.013
                0d34ffbc-434d-47ef-aa51-ae703395d065
                © 2014 The Author(s)

                Open Access statement. This is an open-access article distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License ( https://creativecommons.org/licenses/by-nc/4.0/), which permits unrestricted use, distribution, and reproduction in any medium for non-commercial purposes, provided the original author and source are credited, a link to the CC License is provided, and changes – if any – are indicated.

                History
                : 27 January 2014
                : 29 April 2014
                : 11 May 2014
                Categories
                Full-Length Report

                Medicine,Psychology,Social & Behavioral Sciences,Clinical Psychology & Psychiatry
                problematic video gaming,Internet Gaming Disorder,smoking,cannabis,alcohol,negative self-esteem,depression,adolescents,social anxiety,online games,loneliness

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