2017
DOI: 10.1007/s11469-017-9750-2
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Internet Gaming Addiction in Adolescence: Risk Factors and Maladjustment Correlates

Abstract: Several studies have documented the existence of a behavioral addiction related to Video Games, which appears to be similar to other forms of addiction (gambling and substance-related) in terms of characteristics and consequences. Literature about this topic has suffered from the lack of a standard definition of this disorder before the publication of DSM-5. Thus, the prevalence of the disorder and its characteristics at the moment are unclear. The present research aimed to investigate the differences between … Show more

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Cited by 112 publications
(74 citation statements)
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References 51 publications
(59 reference statements)
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“…Video gaming is now widely considered an activity that could be related to addictive behaviors. Although the diagnosis of Internet Gaming Disorder (IGD) is now included both in DSM 5 and ICD11, there is still debate on some specific features of such a disorder ( Griffiths et al, 2016 ; Király et al, 2014 ; Milani et al, 2017 ; Petry et al, 2014a , Petry et al, 2014b ; van Rooij et al, 2014 ; Zastrow, 2017 ). Among the numerous factors related to problematic online video game playing, time spent playing (TSP) is maybe the most debated ( Brunborg, Mentzoni, & Frøyland, 2014 ; Festl, Scharkow, & Quandt, 2013 ; Lemmens, Valkenburg, & Peter, 2009 ; Wood, 2008 ; Wood, Griffiths, & Parke, 2007 ).…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation
“…Video gaming is now widely considered an activity that could be related to addictive behaviors. Although the diagnosis of Internet Gaming Disorder (IGD) is now included both in DSM 5 and ICD11, there is still debate on some specific features of such a disorder ( Griffiths et al, 2016 ; Király et al, 2014 ; Milani et al, 2017 ; Petry et al, 2014a , Petry et al, 2014b ; van Rooij et al, 2014 ; Zastrow, 2017 ). Among the numerous factors related to problematic online video game playing, time spent playing (TSP) is maybe the most debated ( Brunborg, Mentzoni, & Frøyland, 2014 ; Festl, Scharkow, & Quandt, 2013 ; Lemmens, Valkenburg, & Peter, 2009 ; Wood, 2008 ; Wood, Griffiths, & Parke, 2007 ).…”
Section: Introductionmentioning
confidence: 99%
“…However, the subsequent debate highlighted reasons why TSP may be a confounding variable and not a reliable indicator of addiction. Firstly, intensive use is not the same as addiction: players may develop profound passion and engagement towards video games, playing online or not ( Charlton & Danforth, 2010 ; Griffiths et al, 2016 ), without experiencing the negative consequences on everyday life that are typical of addiction scenarios ( Griffiths, 2010 ; Milani et al, 2017 ). Moreover, people may play for long periods of time because of contextual habits/practices that are not related to addiction (e.g.…”
Section: Introductionmentioning
confidence: 99%
“…Targeting specific behaviours with the involvement of family and friends/peers has been found to aid reduction of ST levels (Biddle et al 2014;Garcia et al 2019) with evidence-based parental mediation (Bleckmann and Mößle 2014;Livingstone and Helsper 2008) and was emphasized in the studies examined. The role of gender and SES is another aspect that requires further investigation, because it appeared that a differentiation based on these factors is critical for the success of such interventions (Dong et al 2018;Leme and Philippi 2015;Milani et al 2018;Smith et al 2014aSmith et al , 2014b.…”
Section: Discussionmentioning
confidence: 99%
“…In short, a vicious circle that must be interrupted, is rooted in the body, affects the mind, and costs to society. At the center of this vicious circle, a cultural artifact that, like many of the socio-material objects of our experience, loses its neutral character depending on the individual and social uses it allows (think of the pervasive debate on the various forms of technological addiction: Milani et al, 2018).…”
Section: Introductionmentioning
confidence: 99%