Problematic Video Game Use
Estimated Prevalence and Associations with Mental and Physical Health
Bibliographic Data
| ID | 19601923 |
|---|---|
| Authors | Rune Aune Mentzoni (0000-0003-0655-0292, University of Bergen), Geir Scott Brunborg (0000-0002-1382-2922, University of Bergen), Helge Molde (0000-0003-0677-7948, University of Bergen), Helga Myrseth (0000-0003-3321-8244, University of Bergen), Knut Joachim Mår Skouverøe (University of Bergen), Jørn Hetland (0000-0001-7845-7092, University of Bergen), Ståle Pallesen (0000-0002-5831-0840, University of Bergen) |
| Year | 2011 |
| Volume | 14 |
| Issue | 10 |
| Pages | 591-596 |
| Publication date | 2011-02-22 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Cyberpsychology Behavior and Social Networking (JOURNAL) |
| Journal identifiers | ISSN: 2152-2715 • E-ISSN: 2152-2723 |
| Publisher | Mary Ann Liebert, Inc (PUBLISHER • US) |
| DOI | 10.1089/cyber.2010.0260 |
| PMID | 21342010 |
| OpenAlex | W1985565252 |
| Language | EN |
| Citations received | 141 |
| References cited | 18 |
A nationwide survey was conducted to investigate the prevalence of video game addiction and problematic video game use and their association with physical and mental health. An initial sample comprising 2,500 individuals was randomly selected from the Norwegian National Registry. A total of 816 (34.0 percent) individuals completed and returned the questionnaire. The majority (56.3 percent) of respondents used video games on a regular basis. The prevalence of video game addiction was estimated to be 0.6 percent, with problematic use of video games reported by 4.1 percent of the sample. Gender (male) and age group (young) were strong predictors for problematic use of video games. A higher proportion of high frequency compared with low frequency players preferred massively multiplayer online role-playing games, although the majority of high frequency players preferred other game types. Problematic use of video games was associated with lower scores on life satisfaction and with elevated levels of anxiety and depression. Video game use was not associated with reported amount of physical exercise
Addiction · Anxiety · Mental health · Multimedia · Norwegian · Psychiatry · Video game · Child Development and Digital Technology · Clinical Psychology · Computer Science · Demography · Digital Games and Media · Impact of Technology on Adolescents · Medicine · Psychology
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Neural Correlates of Distorted Self-concept in Individuals With Internet Gaming Disorder
Gaming among Children and Adolescents during the Covid-19 Lockdown
The Predictive Value of Emotional Intelligence for Internet Gaming Disorder
The Impact of Massively Multiplayer Online Role Playing Games (MMORPGs) on Psychological Wellbeing and the Role of Play Motivations and Problematic Use
Assessing Problematic Video Gaming Using the Theory of Planned Behavior
Effectiveness of a Brief Group Intervention Program for Young Adults with Gaming-Related Problems
A Stress-Coping Model of Problem Online Video Game Use
Mobile phone use and stress, sleep disturbances, and symptoms of depression among young adults - a prospective cohort study
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Examination of the Psychometric Characteristics of the Italian Version of the Game Addiction Scale for Adolescents
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The Cognitive Psychopathology of Internet Gaming Disorder in Adolescence
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The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents
The cognitive psychology of Internet gaming disorder
Prevalence of internet gaming disorder in adolescents
The Mediating Effect of Gaming Motivation Between Psychiatric Symptoms and Problematic Online Gaming
Screening and assessment tools for gaming disorder
Problematic computer game use among adolescents, younger and older adults
Internet gaming disorder, motives, game genres and psychopathology
Toward a consensus definition of pathological video-gaming
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Online Gaming Addiction and Depressive Symptoms Among Game Players of the Glory of the King in China
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Gaming in the Military
The Association between Esports Participation, Health and Physical Activity Behaviour
Sleep Interference Effects of Pathological Electronic Media Use during Adolescence
School-Related Risk Factors of Internet Use Disorders
Evaluating Changes in Perceived Enjoyment throughout a 12-Week School-Based Exergaming Intervention
Adolescent mobile phone addiction during the Covid-19 pandemic predicts subsequent suicide risk
Prevalence, correlates, and comorbidities of internet gaming disorder and problematic game use
Problematic Video Game Use and Mental Health among Spanish Adolescents
The Contribution of Game Genre and Other Use Patterns to Problem Video Game Play among Adult Video Gamers
An Exploratory Study Investigating the Effects of a Treatment Manual for Video Game Addiction
The Relationship between Digital Game Addiction Tendency and Depressive Symptoms in Children (36–72 Months)
Psychometric properties of the Farsi version of the gaming disorder scale for adolescents (Gadis-A)
Features of Parent-Child Relationships in Adolescents with Internet Gaming Disorder
Internet Gaming Addiction in Adolescence
Measurement, Profiles, Prevalence, and Psychological Risk Factors of Problematic Gaming Among the Turkish Community
Video Game Addiction, Engagement and Symptoms of Stress, Depression and Anxiety
Subtypes of Adolescent Video Gamers
Relationships between Behavioural Addictions and Psychiatric Disorders
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Problematic Gaming Behavior Among Adolescents in Bangladesh
Problematic Gaming Is Associated with Some Health-Related Behaviors Among Finnish Vocational School Students
Social and Behavioral Health Factors Associated with Violent and Mature Gaming in Early Adolescence
Gambling, Gaming, Shopping, and Social Media Addiction
Lack of consensus among scholars on the issue of video game “addiction”
College students’ media habits, concern for themselves and others, and mental health in the era of Covid-19
Problem gaming-related harm experienced by partners and parents of individuals with gaming problems and their help-seeking experiences
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Evidencias de validez de la Versión Corta de la Escala de Adicción a Videojuegos (GAS-SF) en una muestra de videojugadores argentinos
Investigating the Role of Health Factors and Psychological Well-Being in Gaming Disorder
Development and Psychometric Validation of a Novel Self-Report Measure of ICD-11 Gaming Disorder
An Analysis of the Social Context of Video Games, Pathological Gaming, and Depressive Symptoms
Money used in gaming is associated with problem gambling
The Big Five personality traits and online gaming
The role of inhibitory control and decision-making in the course of Internet gaming disorder
Evolving diagnosis and comorbidities of gaming disorder
Treatment outcomes of a CBT-based group intervention for adolescents with Internet use disorders
Is Bedtime Media Use Good or Bad? A Competitive Analysis Between the Sleep Displacement Hypothesis and the Media Recovery Hypothesis
Why We Can’t Stop
Preschool children’s screen time during the Covid-19 pandemic
Facets of competitiveness as predictors of problem video gaming among players of massively multiplayer online first-person shooter games
Can risky behaviors, gaming addiction, and family sense of coherence accurately classify gender among university students
Alexithymia and internet gaming disorder
Gamers’ subjective Well-Being
A scoping review on physical literacy domains associated with participation in sports video games among youth and adolescence
Caught in a Dangerous World
Identifying research streams in online gambling and gaming literature
Predictors of problematic internet use in the everyday internet activities of a French representative sample
Pay for play – Behavioural patterns of pay-to-win gaming
Harm severity in internet gaming disorder and problem gambling
The impact of eSports and online video gaming on lifestyle behaviours in youth
The roles of stress, non-digital hobbies, and gaming time in adolescent problematic game use
How gaming motives affect the reciprocal relationships between video game use and quality of life
Potential protection of computer gaming against mental health issues
A network analysis approach to understand the relationship between online problematic gaming, defense mechanisms, and psychopathological symptoms
Investigating problematic social media and game use in a nationally representative sample of adolescents and younger adults
Loneliness and screen time usage over a year
The Hospital Anxiety and Depression Scale
The Satisfaction With Life Scale
Development and Validation of a Game Addiction Scale for Adolescents
Pathological Video-Game Use Among Youth Ages 8 to 18
Prevalence and Risk Factors of Video Game Dependency in Adolescence
Measuring problem video game playing in adolescents
Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries
EverQuest—It’s Just a Computer Game Right? An Interpretative Phenomenological Analysis of Online Gaming Addiction
Self-Rated Health and Mortality
Dependence on Computer Games by Adolescents
Excessive Computer Game Playing among Norwegian Adults
Who plays, how much, and why? Debunking the stereotypical gamer profile
More Than a Just a Game
The Effects of Response Rate Changes on the Index of Consumer Sentiment
Gauging the Impact of Growing Nonresponse on Estimates from a National RDD Telephone Survey
| Unique citing works | 141 |
|---|---|
| Citations per year | 9,4 |
| Citation span | 2011 - 2026 (16) |
| Citation velocity | current |
| Highly cited | Yes |
| Citation types | Neutral: 130 |