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Problems with computer games without monetary reward: similarity to pathological gambling
Agneta Johansson1, K Gunnar Götestam
1Norwegian University of Science and Technology, Trondheim, Norway.
Psychological Reports
|December 14, 2004
Summary
Frequent computer gaming among Norwegian youth is common. A significant percentage, especially boys, show signs of pathological or at-risk playing, even without monetary rewards, highlighting potential gaming addiction concerns.
Area of Science:
- Psychology
- Public Health
- Digital Media Studies
Background:
- Computer game popularity is rising among adolescents.
- Understanding problematic gaming behaviors is crucial for youth well-being.
- Previous research often focused on online or financially-driven gaming.
Purpose of the Study:
- To investigate the prevalence of problematic computer game playing in a Norwegian youth population.
- To identify risk factors and patterns associated with excessive gaming.
- To assess gaming behaviors irrespective of monetary involvement.
Main Methods:
- An epidemiological study surveyed 3,237 Norwegian adolescents aged 12-18.
- Utilized the 1998 Diagnostic Questionnaire for Internet Addiction of Young criteria.
- Categorized players into frequent, infrequent, pathological, and at-risk groups.
Main Results:
- 63.3% of youth were frequent computer game players.
- 2.7% exhibited pathological playing, with 4.2% of boys and 1.1% of girls affected.
- 9.82% were at-risk players (14.5% of boys, 5.0% of girls).
- Among weekly players, 4.2% met criteria for pathological playing, and 15.5% for at-risk playing, regardless of monetary stakes.
Conclusions:
- Frequent computer gaming is prevalent in Norwegian youth.
- Problematic and at-risk gaming behaviors are significant concerns, particularly among boys.
- Gaming without monetary rewards can still be linked to problematic playing patterns, indicating a need for broader addiction assessment.