Supplemental Material for Examining the Temporal Associations Between Depression and Pathological Gaming

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2019 ◽  
Vol 64 (2) ◽  
pp. 213-220 ◽  
Author(s):  
Marc Eric S. Reyes ◽  
Roger D. Davis ◽  
Rose Anne Nicholle N. Lim ◽  
Khazlyn Rose S. Lim ◽  
Ronelyne F. Paulino ◽  
...  

2019 ◽  
Vol 50 (1) ◽  
pp. 76-92 ◽  
Author(s):  
Akiko Shibuya ◽  
Mizuha Teramoto ◽  
Akiyo Shoun ◽  
Kumiko Akiyama

Background. The mobile game market has been rapidly growing worldwide, especially in Japan. Because mobile games often use a free-to-play business model that involves additional in-game purchases, some monetary and event mechanics of mobile games have been controversial in Japan. Purpose. This study explored the long-term effects of monetary and event features of game mechanics on pathological gaming, weekly exposure and monthly expenditure among teenagers and young adults in Japan. Method. A total of 948 teenagers and young adults participated two surveys in November 2013 and in May 2014. Pathological gaming, weekly game exposure, monthly expenditure and preference for gambling were measured. The participants listed up to three games they played, and their monetary and event mechanics were analysed using content analysis. The degrees of exposure to each mechanics were calculated by combining the content analysis with a longitudinal study. Results. Players who were exposed to a higher amount of limited-time only gacha, a virtual lottery machine, were likely to spend more money six months later. However, players who were exposed to a lower amount of normal gacha were likely to spend more money later among players who preferred gambling. No monetary effects on pathological gaming per se were found. Conclusion. This study shows that some game mechanics can cause excessive use of time and money for certain players.


Author(s):  
Karli K. Rapinda ◽  
Tyler Kempe ◽  
Richard S. Kruk ◽  
Jason D. Edgerton ◽  
Harold R. Wallbridge ◽  
...  
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2009 ◽  
Vol 20 (5) ◽  
pp. 594-602 ◽  
Author(s):  
Douglas Gentile

Researchers have studied whether some youth are “addicted” to video games, but previous studies have been based on regional convenience samples. Using a national sample, this study gathered information about video-gaming habits and parental involvement in gaming, to determine the percentage of youth who meet clinical-style criteria for pathological gaming. A Harris poll surveyed a randomly selected sample of 1,178 American youth ages 8 to 18. About 8% of video-game players in this sample exhibited pathological patterns of play. Several indicators documented convergent and divergent validity of the results: Pathological gamers spent twice as much time playing as nonpathological gamers and received poorer grades in school; pathological gaming also showed comorbidity with attention problems. Pathological status significantly predicted poorer school performance even after controlling for sex, age, and weekly amount of video-game play. These results confirm that pathological gaming can be measured reliably, that the construct demonstrates validity, and that it is not simply isomorphic with a high amount of play.


2021 ◽  
Vol 49 (3) ◽  
pp. 1-11
Author(s):  
Eui Jun Jeong ◽  
Daeyoung Lee ◽  
Sung Je Lee ◽  
Jeonyoung Kong

We empirically tested how environmental factors (i.e., parents, peers, and teachers) around South Korean adolescents affect the psychological factors (i.e., self-esteem and self-control) related to self-identify formation, and how each of these factors ultimately affects pathological gaming. Using a three-wave (6-month interval per wave) panel survey design, we conducted a survey with 1,037 adolescents in South Korea and verified the relationships using structural equation modeling. The results indicate that adolescents with higher self-control and selfesteem showed low levels of pathological gaming. Self-control (vs. gaming time) had a stronger effect on pathological gaming, and school environment (vs. gaming time) had a greater effect on self-control. Selfesteem, mostly influenced by parental environment, diminished pathological gaming. Our results show the critical role of these psychological factors in preventing adolescents' pathological gaming, regardless of gaming time.


2010 ◽  
Vol 40 (1) ◽  
pp. 38-47 ◽  
Author(s):  
Jeroen S. Lemmens ◽  
Patti M. Valkenburg ◽  
Jochen Peter

2010 ◽  
Vol 38 (4) ◽  
Author(s):  
Jeroen S. Lemmens ◽  
Patti M. Valkenburg ◽  
Jochen Peter

Causes and consequences of pathological gaming among adolescents Causes and consequences of pathological gaming among adolescents Pathological use of video games has been associated with indicators of psychosocial well-being, such as loneliness, low self-esteem, low social competence low life satisfaction, and high aggression. However, few studies have decisively demonstrated whether these indicators of psychosocial well-being are causes or consequences of pathological gaming. To address this gap in the literature, we conducted a two-wave panel study among 851 Dutch adolescents (543 gamers). Causal relations were analyzed using autoregressive structural equation models. These analyses indicated that social competence, self-esteem, and loneliness were significant predictors of pathological gaming six months later. Our analyses further indicated that increased loneliness and aggressive behavior were also consequences of pathological gaming. These results suggest that displacement of real-world social interaction resulting from pathological use of video games is likely to deteriorate existing relationships. This, in turn, decreases their psychosocial well-being.


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