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Problematic Video Game Use

Estimated Prevalence and Associations with Mental and Physical Health

Bibliographic Data

ID19601923
AuthorsRune 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)
Year2011
Volume14
Issue10
Pages591-596
Publication date2011-02-22
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueCyberpsychology Behavior and Social Networking (JOURNAL)
Journal identifiersISSN: 2152-2715 • E-ISSN: 2152-2723
PublisherMary Ann Liebert, Inc (PUBLISHER • US)
DOI10.1089/cyber.2010.0260
PMID21342010
OpenAlexW1985565252
LanguageEN
Citations received141
References cited18

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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Unique citing works141
Citations per year9,4
Citation span2011 - 2026 (16)
Citation velocitycurrent
Highly citedYes
Citation typesNeutral: 130
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