A longitudinal study on psychosocial causes and consequences of Internet gaming disorder in adolescence

2018 ◽  
Vol 49 (2) ◽  
pp. 287-294 ◽  
Author(s):  
Lutz Wartberg ◽  
Levente Kriston ◽  
Matthias Zieglmeier ◽  
Tania Lincoln ◽  
Rudolf Kammerl

AbstractBackgroundIn 2013, Internet gaming disorder (IGD) was incorporated in the current version of the DSM-5. IGD refers to a problematic use of video games. Longitudinal studies on the etiology of IGD are lacking. Furthermore, it is currently unclear to which extent associated psychopathological problems are causes or consequences of IGD. In the present survey, longitudinal associations between IGD and adolescent and parental mental health were investigated for the first time, as well as the temporal stability of IGD.MethodsIn a cross-lagged panel design study, family dyads (adolescent with a parent each) were examined in 2016 (t1) and again 1 year later (2017, t2). Overall, 1095 family dyads were assessed at t1 and 985 dyads were re-assessed at t2 with standardized measures of IGD and several aspects of adolescent and parental mental health. Data were analyzed with structural equation modeling (SEM).ResultsMale gender, a higher level of hyperactivity/inattention, self-esteem problems and IGD at t1 were predictors of IGD at t2. IGD at t1 was a predictor for adolescent emotional distress at t2. Overall, 357 out of the 985 adolescents received a diagnosis of IGD at t1 or t2: 142 (14.4%) at t1 and t2, 100 (10.2%) only at t1, and 115 (11.7%) only at t2.ConclusionsHyperactivity/inattention and self-esteem problems seem to be important for the development of IGD. We found first empirical evidence that IGD could prospectively contribute to a deterioration of adolescent mental health. Only a subgroup of affected adolescents showed IGD consistently over 1 year.

2020 ◽  
Author(s):  
Hyunmin Kim ◽  
In Young Choi ◽  
Dai-Jin Kim

UNSTRUCTURED Smartphone overuse can harm individual health and well-being. Although several studies have explored the relationship between problematic or excessive smartphone use and mental health, much less is known about effects on self-esteem, which is essential in having a healthy life, among adults with mental health disorders, including internet gaming disorder. Furthermore, given that smartphone usage differs by gender, little is known about gender differences in the relationship between smartphone overuse and self-esteem. The objective of this study was to assess self-esteem among individuals with mental health disorders and explore the relationship with excessive smartphone use. Participants were selected based on their responses to the internet gaming disorder assessment, which includes 9 items developed based on Diagnostic and Statistical Manual of Mental Disorders (Fifth Edition) criteria, from among a Korean cohort of smartphone users aged 20-40 years, resulting in a sample of 189 participants (men:120, women: 69). The Rosenberg self-esteem scale and the Korean smartphone addiction proneness scale were utilized to assess the outcome self-esteem with excessive smartphone use as the primary independent variable. Guided by the Bowlby attachment theory and prior studies, we selected several covariates. Generalized linear regression analyses, as well as subgroup analyses by gender, were performed. Among adults with internet gaming disorder, the average Korean smartphone addiction proneness scale score was significantly higher in women than that in men (41.30 vs. 37.94; P=.001), and excessive smartphone use was significantly more prevalent in women than it was in men (30.43% vs. 20.83%; P=.02). Our findings from the generalized linear regression analyses indicated that an increase in Korean smartphone addiction proneness scale score had a negative relationship with self-esteem among those with internet gaming disorder (β=–0.18, P=.001). Furthermore, our interaction models showed that, among those with internet gaming disorder, more men than women had lower self-esteem associated with an increase in Korean smartphone addiction proneness scale score and a high degree of smartphone overuse (β=–0.19, P=.004; β=–3.73, P<.001). Excessive smartphone use was found to be adversely associated with self-esteem among young and middle-aged adults with internet gaming disorder; notably, more men than women were negatively influenced (regarding self-esteem) by smartphone overuse. Based on our findings, more efforts should be made to reduce excessive or problematic smartphone use by considering developing public health interventions or policy, particularly among those with mental health disorders such as internet gaming disorder.


2020 ◽  
Author(s):  
Hyunsuk Jeong ◽  
Hyeon Woo Yim ◽  
Seung-Yup Lee ◽  
Hae Koo Lee ◽  
Marc N Potenza ◽  
...  

Abstract ObjectivesThis study evaluated whether parent-child attachment and self-esteem may mediate the relationship between parental marital conflict and increases in features of internet gaming disorder (IGD) in children at one year.MethodThe baseline and one-year follow-up data for 268 pre-teens aged between 9 and 10 from the iCURE study were collected. The students were children at low risk for IGD in the initial self-reported assessment, anyone living with both parents, current game user at baseline, and those who completed a 12-month follow-up assessment. The Internet Game Use-Elicited Symptom Screen (IGUESS) was used to identify increases in IGD features at 12 months. To examine a potential mediation effect, structural equation modeling was performed.ResultsThe direct effect was statistically significant, and parental marital conflict at baseline significantly predicted the increases in IGD features in children at the 12-month follow-up after adjusting for gender, sex, socioeconomic status, and baseline IGUESS score (ß=0.206, P=0.003). The indirect effect showed that attachment to fathers through self-esteem was a significant mediating effect (ß=0.078, P=0.045). Parental marital conflicts were associated with increases in IGD features in children through poor father-child attachment, and in turn, the lower levels of self-esteem in the children.ConclusionParents, especially fathers, should make an effort to bond with their children to reduce the risk of their children’s developing the IGD features.


2017 ◽  
Vol 43 ◽  
pp. 14-18 ◽  
Author(s):  
L. Wartberg ◽  
L. Kriston ◽  
M. Kramer ◽  
A. Schwedler ◽  
T.M. Lincoln ◽  
...  

AbstractBackground:Internet gaming disorder (IGD) has been included in the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). Currently, associations between IGD in early adolescence and mental health are largely unexplained. In the present study, the relation of IGD with adolescent and parental mental health was investigated for the first time.Methods:We surveyed 1095 family dyads (an adolescent aged 12–14 years and a related parent) with a standardized questionnaire for IGD as well as for adolescent and parental mental health. We conducted linear (dimensional approach) and logistic (categorical approach) regression analyses.Results:Both with dimensional and categorical approaches, we observed statistically significant associations between IGD and male gender, a higher degree of adolescent antisocial behavior, anger control problems, emotional distress, self-esteem problems, hyperactivity/inattention and parental anxiety (linear regression model: corrected R2 = 0.41, logistic regression model: Nagelkerke's R2 = 0.41).Conclusions:IGD appears to be associated with internalizing and externalizing problems in adolescents. Moreover, the findings of the present study provide first evidence that not only adolescent but also parental mental health is relevant to IGD in early adolescence. Adolescent and parental mental health should be considered in prevention and intervention programs for IGD in adolescence.


2021 ◽  
Author(s):  
Ruu-Fen Tzang ◽  
Chuian-Hsin Chang ◽  
Yue -Cune Chang

Abstract Background: When a youth was addicted in gaming, they became dysregulation with their mood especially for those youth with untreated Attention Deficit Hyperactivity Disorder (ADHD. So far, how internet gaming disorder (IGD) mediating the pathways leading ADHD to emotional dys-function are not entirely clear. This study aims to use structural equation modeling (SEM) analyze to elucidate the direct or indirect influence of gaming behavior on ADHD youth. Method: The Swanson, Nolan, and Pelham, Version IV questionnaire (SNAP-IV) was used to measure symptoms of ADHD and Oppositional Defiant disorder (ODD). The Chen Gaming disorder Scale (CIAS) was used to test for Internet Gaming Disorder (IGD) and ADHD, ODD, and disruptive mood dysregulation disorder (DMDD) was diagnosed by a psychiatrist. Result: Total 102 ADHD youth, 53 (52%) of them suffering from IGD were significantly more likely to have bad interpersonal relationships (p < 0.01) and mood dysregulation and gaming disorder (p < 0.01 and < 0.001) than non-gaming addicted ADHD youth. Under the mediating role of Gaming indirectly, ADHD youth had increasing risk of mood dysregulation. Conclusions: Untreated ADHD youth with over gaming may develop emotional dysregulation. The intensive ADHD and IGD intervention were warranted to recent ADHD youth with Gaming Disorder.


2021 ◽  
Author(s):  
Ruu-Fen Tzang ◽  
Chuan-Hsin Chang ◽  
Yue-Cune Chang

Abstract Background: Internet gaming disorder (IGD) maybe a mediating roles leading youth with Attention Deficit hyperactivity Disorder (ADHD) becoming disruptive mood dysregulation. So far, how IGD mediating the pathways leading ADHD to emotional dys-function are not entirely clear. This study aims to use structural equation modeling (SEM) analyze the direct or indirect influence of IGD on ADHD youth. Method: The Swanson, Nolan, and Pelham, Version IV questionnaire (SNAP-IV) was used to measure symptoms of ADHD and Oppositional Defiant disorder (ODD). The Chen Gaming disorder Scale (CIAS) was used to test for Internet Gaming Disorder (IGD) and ADHD, ODD, and disruptive mood dysregulation disorder (DMDD) was diagnosed by a psychiatrist. Result: Total 102 ADHD youth included in the SEM analysis. 53 (52%) of them suffering from IGD were significantly more likely to have bad interpersonal relationships (p < 0.01) and comorbid with DMDD and IGD (p < 0.01 and < 0.001, respectively) than non-addicted ADHD youth. Under the mediating role of Gaming disorder indirectly, ADHD youth had increasing risk of DMDD. Conclusions: this SEM analysis indicated the indirect relationship between IGD and DMDD among ADHD youth. This finding suggests the immediate and intense clinical treatments were warranted to recent ADHD youth with Internet Gaming Disorder. However, further large, scaled research is required to study this correlation.


10.2196/18505 ◽  
2020 ◽  
Vol 8 (9) ◽  
pp. e18505
Author(s):  
Hyunmin Kim ◽  
In Young Choi ◽  
Dai-Jin Kim

Background Smartphone overuse can harm individual health and well-being. Although several studies have explored the relationship between problematic or excessive smartphone use and mental health, much less is known about effects on self-esteem, which is essential in having a healthy life, among adults with mental health disorders, including internet gaming disorder. Furthermore, given that smartphone usage differs by gender, little is known about gender differences in the relationship between smartphone overuse and self-esteem. Objective The objective of this study was to assess self-esteem among individuals with mental health disorders and explore the relationship with excessive smartphone use. Methods Participants were selected based on their responses to the internet gaming disorder assessment, which includes 9 items developed based on Diagnostic and Statistical Manual of Mental Disorders (Fifth Edition) criteria, from among a Korean cohort of smartphone users aged 20-40 years, resulting in a sample of 189 participants (men:120, women: 69). The Rosenberg self-esteem scale and the Korean smartphone addiction proneness scale were utilized to assess the outcome self-esteem with excessive smartphone use as the primary independent variable. Guided by the Bowlby attachment theory and prior studies, we selected several covariates. Generalized linear regression analyses, as well as subgroup analyses by gender, were performed. Results Among adults with internet gaming disorder, the average Korean smartphone addiction proneness scale score was significantly higher in women than that in men (41.30 vs. 37.94; P=.001), and excessive smartphone use was significantly more prevalent in women than it was in men (30.43% vs. 20.83%; P=.02). Our findings from the generalized linear regression analyses indicated that an increase in Korean smartphone addiction proneness scale score had a negative relationship with self-esteem among those with internet gaming disorder (β=–0.18, P=.001). Furthermore, our interaction models showed that, among those with internet gaming disorder, more men than women had lower self-esteem associated with an increase in Korean smartphone addiction proneness scale score and a high degree of smartphone overuse (β=–0.19, P=.004; β=–3.73, P<.001). Conclusions Excessive smartphone use was found to be adversely associated with self-esteem among young and middle-aged adults with internet gaming disorder; notably, more men than women were negatively influenced (regarding self-esteem) by smartphone overuse. Based on our findings, more efforts should be made to reduce excessive or problematic smartphone use by considering developing public health interventions or policy, particularly among those with mental health disorders such as internet gaming disorder.


2020 ◽  
Author(s):  
Hyunmin Kim ◽  
In Young Choi ◽  
Dai-Jin Kim

BACKGROUND Smartphone overuse can harm individual health and well-being. Although several studies have explored the relationship between problematic or excessive smartphone use and mental health, much less is known about effects on self-esteem, which is essential in having a healthy life, among adults with mental health disorders, including internet gaming disorder. Furthermore, given that smartphone usage differs by gender, little is known about gender differences in the relationship between smartphone overuse and self-esteem. OBJECTIVE The objective of this study was to assess self-esteem among individuals with mental health disorders and explore the relationship with excessive smartphone use. METHODS Participants were selected based on their responses to the internet gaming disorder assessment, which includes 9 items developed based on Diagnostic and Statistical Manual of Mental Disorders (Fifth Edition) criteria, from among a Korean cohort of smartphone users aged 20-40 years, resulting in a sample of 189 participants (men:120, women: 69). The Rosenberg self-esteem scale and the Korean smartphone addiction proneness scale were utilized to assess the outcome self-esteem with excessive smartphone use as the primary independent variable. Guided by the Bowlby attachment theory and prior studies, we selected several covariates. Generalized linear regression analyses, as well as subgroup analyses by gender, were performed. RESULTS Among adults with internet gaming disorder, the average Korean smartphone addiction proneness scale score was significantly higher in women than that in men (41.30 vs. 37.94; <i>P</i>=.001), and excessive smartphone use was significantly more prevalent in women than it was in men (30.43% vs. 20.83%; <i>P</i>=.02). Our findings from the generalized linear regression analyses indicated that an increase in Korean smartphone addiction proneness scale score had a negative relationship with self-esteem among those with internet gaming disorder (β=–0.18, <i>P</i>=.001). Furthermore, our interaction models showed that, among those with internet gaming disorder, more men than women had lower self-esteem associated with an increase in Korean smartphone addiction proneness scale score and a high degree of smartphone overuse (β=–0.19, <i>P</i>=.004; β=–3.73, <i>P</i>&lt;.001). CONCLUSIONS Excessive smartphone use was found to be adversely associated with self-esteem among young and middle-aged adults with internet gaming disorder; notably, more men than women were negatively influenced (regarding self-esteem) by smartphone overuse. Based on our findings, more efforts should be made to reduce excessive or problematic smartphone use by considering developing public health interventions or policy, particularly among those with mental health disorders such as internet gaming disorder.


2021 ◽  
pp. 1-12
Author(s):  
Tim C. van de Grift ◽  

Abstract Background Openness on one's health condition or (stigmatized) identity generally improves mental health. Intersex or differences of sex development (DSD) conditions have long been kept concealed and high levels of (internalizing) mental health problems are reported. This study examines the effects of condition openness on anxiety and depression and the role of mediating concepts in this population. Methods Cross-sectional data of individuals of 16 years and older with an intersex/DSD condition was collected in 14 specialized European clinics as part of the dsd-LIFE study. Patient-reported measures were taken on openness and shame (Coping with DSD), self-esteem (Rosenberg Self-Esteem Scale), satisfaction with care (CSQ4), anxiety and depression (HADS). Scores were compared per clinical group and data were analyzed via structural equation modeling (SEM) to calculate prediction and mediation models. Results Data of 903 individuals were included in this study (Turner syndrome (n = 284), 46, XY DSD (n = 233), CAH (n = 206) and Klinefelter syndrome (n = 180)). Participants were moderately open on their condition. High levels of both anxiety and depression were observed across the sample. In SEM analysis, the tested models predicted 25% of openness, 31% of anxiety and 48% of depression. More condition openness directly predicted lower anxiety and depression symptoms, as well as indirectly through increased self-esteem, self-satisfaction and satisfaction with social support. Conclusions Condition openness is associated with lower anxiety and depression in individuals with an intersex/DSD condition. Healthcare may provide the necessary knowledge and skills to employ one's optimal level of self-disclosure in order to improve mental health.


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