PROBLEMS WITH COMPUTER GAMES WITHOUT MONETARY REWARD: SIMILARITY TO PATHOLOGICAL GAMBLING

2004 ◽  
Vol 95 (6) ◽  
pp. 641 ◽  
Author(s):  
AGNETA JOHANSSON
2004 ◽  
Vol 95 (2) ◽  
pp. 641-650 ◽  
Author(s):  
Agneta Johansson ◽  
K. Gunnar Götestam

An epidemiological study was performed on a representative sample of the Norwegian youth population (12 to 18 years old, N = 3,237; response rate 45.2%). The percentage who were frequent players (weekly) of different computer games was 63.3%, and the percentage of infrequent users was 36.7%. A mean of 2.7% (4.2% of the boys, 1.1% of the girls) could be described as exhibiting “pathological playing” according to the criteria in the 1998 Diagnostic Questionnaire for Internet Addiction of Young, and an additional 9.82% (14.5% of the boys, 5.0% of the girls) were considered to be engaging in “at-risk playing.” Of the weekly gamblers, 4.2% fulfilled 5 criteria for pathological playing, and an additional 15.5% 3 to 4 criteria, i.e., at-risk playing. This indicated that frequent gaming on computer games without money rewards may be related to problematic playing even though no monetary reward is involved.


1998 ◽  
Vol 82 (2) ◽  
pp. 475-480 ◽  
Author(s):  
Mark D. Griffiths ◽  
Nigel Hunt

As computer game playing is a popular activity among adolescents, a questionnaire study was undertaken with 387 adolescents (12–16 years of age) to establish their “dependence” using a scale adapted from the DSM-III-R criteria for pathological gambling. Analysis indicated that one in five adolescents were currently “dependent” upon computer games. Boys played significantly more regularly than girls and were more likely to be classified as “dependent.” The earlier children began playing computer games it appeared the more likely they were to be playing at “dependent” levels. These and other results are discussed in relation to research on other gaming dependencies.


2013 ◽  
Author(s):  
Monika Szpringer ◽  
Grazyna Nowak-Starz ◽  
Malgorzata Markowska ◽  
Edyta Laurman-Jarzabek
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