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Pathological video game use among youths: a two-year longitudinal study
Douglas A Gentile1, Hyekyung Choo, Albert Liau
1Department of Psychology, College of Liberal Arts and Sciences, Iowa State University, Ames, Iowa 50011-3180, USA. dgentile@iastate.edu
Pediatrics
|January 19, 2011
Summary
Pathological video gaming affects about 9% of students and can persist for years. Risk factors include high gaming amounts and impulsivity, while outcomes involve depression and anxiety.
Area of Science:
- Child and Adolescent Psychiatry
- Behavioral Psychology
- Digital Media Studies
Background:
- Pathological video gaming and Internet use present a growing concern in youth.
- Understanding its prevalence, duration, and associated factors is crucial for intervention.
Purpose of the Study:
- To determine the prevalence and duration of pathological gaming in a student population.
- To identify risk and protective factors associated with pathological gaming.
- To explore the outcomes and comorbidity of pathological gaming.
Main Methods:
- A 2-year longitudinal panel study was conducted with 3034 students from elementary and secondary grades in Singapore.
- Data collected included gaming frequency, impulsivity, social competence, mental health indicators (depression, anxiety, social phobia), and academic performance.
Main Results:
- The prevalence of pathological gaming was approximately 9%, consistent with international findings.
- Higher gaming volume, impulsivity, and lower social competence were identified as risk factors.
- Depression, anxiety, social phobias, and poor school performance appeared to be outcomes of pathological gaming.
Conclusions:
- Pathological gaming can be a persistent issue, lasting for years.
- It is not solely a symptom of other mental health disorders, suggesting it may be a distinct behavioral problem.
- Findings contribute to the understanding of video game addiction parallels with other addictive behaviors.
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