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      Problematic digital gaming behavior and its relation to the psychological, social and physical health of Finnish adolescents and young adults

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          Abstract

          Background and Aims

          The aim of this study was to identify problematic gaming behavior among Finnish adolescents and young adults, and evaluate its connection to a variety of psychological, social, and physical health symptoms.

          Methods

          This cross-sectional study was conducted with a random sample of 293 respondents aged from 13 to 24 years. Participants completed an online survey. Problematic gaming behavior was measured with the Game Addiction Scale (GAS). Self-reports covered health measures such as psychological health (psychopathological symptoms, satisfaction with life), social health (preferences for social interaction), and physical health (general health, Body Mass Index [BMI], body discomfort, physical activity).

          Results

          Problematic gaming behavior was found to relate to psychological and health problems, namely fatigue, sleep interference, depression and anxiety symptoms. Multiple linear regression indicated that the amount of weekly gaming, depression and a preference for online social interaction predicted increased problematic gaming symptoms.

          Conclusions

          This research emphasized that problematic gaming behavior had a strong negative correlation to a variety of subjective health outcomes.

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          Most cited references42

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          The Satisfaction With Life Scale.

          This article reports the development and validation of a scale to measure global life satisfaction, the Satisfaction With Life Scale (SWLS). Among the various components of subjective well-being, the SWLS is narrowly focused to assess global life satisfaction and does not tap related constructs such as positive affect or loneliness. The SWLS is shown to have favorable psychometric properties, including high internal consistency and high temporal reliability. Scores on the SWLS correlate moderately to highly with other measures of subjective well-being, and correlate predictably with specific personality characteristics. It is noted that the SWLS is Suited for use with different age groups, and other potential uses of the scale are discussed.
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            Development and Validation of a Game Addiction Scale for Adolescents

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              Pathological video-game use among youth ages 8 to 18: a national study.

              Researchers have studied whether some youth are "addicted" to video games, but previous studies have been based on regional convenience samples. Using a national sample, this study gathered information about video-gaming habits and parental involvement in gaming, to determine the percentage of youth who meet clinical-style criteria for pathological gaming. A Harris poll surveyed a randomly selected sample of 1,178 American youth ages 8 to 18. About 8% of video-game players in this sample exhibited pathological patterns of play. Several indicators documented convergent and divergent validity of the results: Pathological gamers spent twice as much time playing as nonpathological gamers and received poorer grades in school; pathological gaming also showed comorbidity with attention problems. Pathological status significantly predicted poorer school performance even after controlling for sex, age, and weekly amount of video-game play. These results confirm that pathological gaming can be measured reliably, that the construct demonstrates validity, and that it is not simply isomorphic with a high amount of play.
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                Author and article information

                Journal
                jba
                2006
                Journal of Behavioral Addictions
                J Behav Addict
                Akadémiai Kiadó (Budapest )
                2062-5871
                2063-5303
                December 2015
                21 December 2015
                : 4
                : 4
                : 281-288
                Affiliations
                [ 1 ] Oulu University of Applied Sciences , Oulu, Finland
                [ 2 ]Laboratory for Experimental Psychopathology, Psychological Sciences Research Institute, Catholic University of Louvain , Louvain-la-Neuve, Belgium
                [ 3 ]Research Unit of Nursing Science and Health Management, University of Oulu, Oulu University Hospital , Medical Research Center, Finland
                Author notes
                [* ]Corresponding author: Niko Männikkö; Oulu University of Applied Sciences, Kiviharjuntie 8, FI-90220 Oulu, Finland; Phone: +358 50 409 6318; Fax: +358 10 27 21300; E-mail: niko.mannikko@ 123456oamk.fi
                Article
                10.1556/2006.4.2015.040
                4712762
                26690623
                9784cf15-7964-4b58-bdef-55eef5b3b3c0
                © 2015 Akadémiai Kiadó, Budapest

                This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium for non-commercial purposes, provided the original author and source are credited.

                History
                : 13 February 2015
                : 23 September 2015
                : 27 September 2015
                Page count
                Figures: 0, Tables: 4, Equations: 0, References: 43, Pages: 20
                Funding
                Funding sources: No financial support was received for this study.
                Categories
                Full-Length Report

                Medicine,Psychology,Social & Behavioral Sciences,Clinical Psychology & Psychiatry
                problematic game behavior,problematic gaming,health

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