Problematic video gaming (PVG) is a concern for psychologists attending children and adolescents. Uniform diagnostic criteria are lacking, and risk factors are poorly understood. Internet gaming disorder (IGD) was included in the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5), and scales derived from its diagnostic criteria may be helpful to assess PVG. A multicenter study was conducted in secondary schools using an IGD-derived scale (dichotomous Nine-Item Internet Gaming Disorder Scale [IGD-9]), analyzing PVG-related variables. Seven hundred eight students (55.8 percent male) with mean age 15.6 ± 2.7 years were included. Seventy-three percent were gamers and 22 percent heavy gamers (HGs). Forty-five percent reported online gaming and 6.6 percent massive multiplayer online role-playing games (MMORPGs). Fifty-nine students (8.3 percent) scored 5 or more in IGD-9 and were classified as IGD+. HG and IGD+ subjects were more frequently male and online and MMORPG gamers (p < 0.01). However, IGD+ subjects had significantly worse psychosocial scores than IGD- (p < 0.001), while HGs did not significantly differ from casual gamers (p > 0.01). The multivariate analysis showed that IGD+ scores were significantly associated with worse psychosocial health and adjustment (p < 0.001), while the other variables (male sex, online and MMORPG gaming, and HG) were not significantly associated (p > 0.01). The IGD-9 scale scored positive in 8.3 percent of our sample. Unlike gaming time, this scale was associated with psychosocial disturbances, making it potentially useful as a screening method to detect candidates for clinical intervention.
Palabras clave: Videojuegos Neurobiología Adicción al juego Población infantojuvenil Uso patológico del juego Uso excesivo del juego r e s u m e n La difusión de los videojuegos ha aumentado exponencialmente en los últimos años. Un porcentaje de jugadores puede hacer un uso perjudicial con características de adicción. Se llevó a cabo una revisión de referencias bibliográficas (2009-2015) y su análisis. La mayor parte de los estudios se centran en población infantojuvenil, faltando datos recientes de población española. No existe una definición clínica consensuada de la adicción a videojuegos, aunque sí se han desarrollado instrumentos para detectar el uso perjudicial. Jugar a videojuegos tiene implicaciones neurobiológicas y psicosociales beneficiosas y perjudiciales. Un mal funcionamiento psicosocial parece el factor fundamental para el desarrollo de patrón adictivo de uso, que también se ha relacionado con el sexo masculino, juego online, tiempo de juego y factores sociofamiliares. Los resultados indican que a nivel preventivo es necesario concienciar a la población del riesgo de jugar a videojuegos de manera descontrolada. Asimismo, a nivel de intervención, es preciso saber detectar y abordar el uso perjudicial.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.