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Sökning: onr:"swepub:oai:lup.lub.lu.se:33b67a8d-9e03-448b-84c7-85318989d8ce" > Gaming addiction, p...

Gaming addiction, problematic gaming and engaged gaming – Prevalence and associated characteristics

André, Frida (författare)
Lund University,Lunds universitet,Enheten för klinisk beroendeforskning,Forskargrupper vid Lunds universitet,Clinical addiction research unit,Lund University Research Groups
Broman, Niroshani (författare)
Lund University,Lunds universitet,Enheten för klinisk beroendeforskning,Forskargrupper vid Lunds universitet,Clinical addiction research unit,Lund University Research Groups
Håkansson, Anders (författare)
Lund University,Lunds universitet,Enheten för klinisk beroendeforskning,Forskargrupper vid Lunds universitet,Clinical addiction research unit,Lund University Research Groups
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Claesdotter-Knutsson, Emma (författare)
Lund University,Lunds universitet,Enheten för klinisk forskning om utagerande beteenden och utvecklingsrelaterad psykopatologi,Forskargrupper vid Lunds universitet,Lund Clinical Research on Externalizing and Developmental psychopathology (LU-CRED),Lund University Research Groups
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 (creator_code:org_t)
Elsevier BV, 2020
2020
Engelska.
Ingår i: Addictive Behaviors Reports. - : Elsevier BV. - 2352-8532. ; 12
  • Tidskriftsartikel (refereegranskat)
Abstract Ämnesord
Stäng  
  • Introduction: Gaming disorder was included in the 11th revision of the International Classification of Diseases (ICD 11) and the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) included Internet Gaming Disorder as a tentative diagnosis. Most scholars agree upon the potential risk for pathological use of video games. The primary aim of this study was to investigate the prevalence of engaged gamers, problem gamers and addicted gamers. The secondary aim was to describe these groups in terms of gender, age, social satisfaction, psychological wellbeing and hours spent chatting on internet/social media. Methods: We used survey-based data for this population-based research. The data was collected online in two different settings in 2017. In total 2075 participants were included. Results: 4.5 percent met the criteria for highly engaged gaming, 5.3 percent were shown to be problem gamers and 1.2 percent met the cut off for game addiction. Young age, hours chatting on internet/social media, experiencing loneliness and considering seeking treatment for psychological distress were associated with both engaged, problematic and addictive gaming. Male gender was associated to problematic and addictive gaming. Hours spent chatting showed a greater correlation to problem/addictive gaming than to engaged gaming. Conclusion: The results of this study indicate that both highly engaged gamers, problem gamers and addicted gamers all experience loneliness and psychological distress to a greater extent than the remaining study participants. This adds to the knowledge of prevalence and features of gaming disorder. Additionally, preferably longitudinal research is needed in order to understand causality.

Ämnesord

MEDICIN OCH HÄLSOVETENSKAP  -- Klinisk medicin -- Psykiatri (hsv//swe)
MEDICAL AND HEALTH SCIENCES  -- Clinical Medicine -- Psychiatry (hsv//eng)

Nyckelord

Gaming
Gaming addiction
GAS
Risk factors

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André, Frida
Broman, Niroshan ...
Håkansson, Ander ...
Claesdotter-Knut ...
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MEDICIN OCH HÄLSOVETENSKAP
MEDICIN OCH HÄLS ...
och Klinisk medicin
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