2018
DOI: 10.1017/s003329171800082x
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A longitudinal study on psychosocial causes and consequences of Internet gaming disorder in adolescence

Abstract: Hyperactivity/inattention and self-esteem problems seem to be important for the development of IGD. We found first empirical evidence that IGD could prospectively contribute to a deterioration of adolescent mental health. Only a subgroup of affected adolescents showed IGD consistently over 1 year.

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Cited by 187 publications
(130 citation statements)
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References 26 publications
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“…The IGDS is a one-factor, polythetic instrument consisting of nine questions with a dichotomous response format (no/yes). It had been repeatedly applied to German adolescent samples and could proof good psychometric properties [19,[28][29][30]. The parental version of the IGDS could be shown to be a valid and psychometric useful instrument to add external symptom views and had been validated in a sample of German adolescents and their caregivers [27].…”
Section: Gaming Disordermentioning
confidence: 99%
“…The IGDS is a one-factor, polythetic instrument consisting of nine questions with a dichotomous response format (no/yes). It had been repeatedly applied to German adolescent samples and could proof good psychometric properties [19,[28][29][30]. The parental version of the IGDS could be shown to be a valid and psychometric useful instrument to add external symptom views and had been validated in a sample of German adolescents and their caregivers [27].…”
Section: Gaming Disordermentioning
confidence: 99%
“…At the same time, children suffering from behavioral di culties might use electronic media to relax or to escape from everyday worries [7]. The association might also be explained by third factors that underlie both media use and behavioral di culties, e.g., a low self-esteem [8,9].…”
Section: Associations Between Media Usage and Behavioral Strengths Anmentioning
confidence: 99%
“…Another possible explanation is that children with health problems, behavioral di culties or low academic achievement are particularly interested in media or use media as means of coping, i.e., to relax or to escape from everyday problems [7]. Also, speci c personality traits might promote both higher media usage and psychopathology, e.g., low self esteem [8,9].…”
Section: Introductionmentioning
confidence: 99%
“…Positive effects of gaming have also been empirically researched, although such research has been overshadowed in comparison to research on negative effects (Segev et al, 2016). For instance, prior research investigated whether playing video games correlate to increases in tendencies of hyperactivity/inattention and low self-esteem (Wartberg, Kriston, Zieglmeier, Lincoln, & Kammerl, 2018). Video games have also been studied in the context of aggression, with some researchers observing potential neural markers of desensitization to violence in video games (Engelhardt, Bartholow, Kerr, & Bushman, 2011).…”
Section: Video Game Usementioning
confidence: 99%