scholarly journals A Study of Internet Gaming Disorder among Adolescents and It’s Corelation with Age and Gender

2020 ◽  
Vol 12 (2) ◽  
Author(s):  
Jesse Andreetta ◽  
Justin Teh MSc ◽  
Tyrone L. Burleigh ◽  
Rapson Gomez ◽  
Vasileios Stavropoulos

2021 ◽  
Vol 17 (1) ◽  
pp. 217-223
Author(s):  
Reema Karasneh ◽  
Sayer Al-Azzam ◽  
Karem H. Alzoubi ◽  
Mohammad B. Nusair ◽  
Sahar Hawamdeh ◽  
...  

Objective: Internet Gaming Disorder (IGD) is a rapidly growing public health problem that may have detrimental effects. The purpose of this study is to identify factors associated with IGD status. Methods: In this cross-sectional observational study, a convenient sample of gamers in Jordan was recruited and asked to participate in an online survey based on the nine criteria of the 20-item Internet Gaming Disorder (IGD-20) used to assess gaming disorder. Sociodemographic and psychosocial data were also obtained. Results: A total of 504 gamers participated in this study. The mean age of respondents was 21.6 ± 3.90 years. Using the standard IGD-20 scale, 96 participants (19%) were classified as potential IGD cases, compared to 408 (80.9%) non-disordered gamers. Males were dominant among the population, constituting 348 (69%) of gamers. Males also played significantly more hours per week [17.8 ±16.75] compared to females [13 ± 17.65]. The majority of gamers (411 (81.5%)) were students, although unemployed adults played for the highest total time [23.9 ± 30.84 hours/week]. Device type used for gaming also significantly (p <0.05) affected the time spent playing. Predictors of IGD included educational level (p< 0.05) and playing hours/week (p< 005). Conversely, no significant associations were found between IGD and gender, age, employment, or sleeping hours. IGD is increasingly being diagnosed among both genders and presents a health challenge for internet users. Conclusion: Establishing gamer profiles and recognizing predictors of IGD is therefore vital for guiding clinical classification and diagnosis of the disease.


2018 ◽  
Author(s):  
Bruno Schivinski ◽  
Magdalena Brzozowska-Woś ◽  
Erin M. Buchanan ◽  
Mark D. Griffiths ◽  
Halley M. Pontes

Author(s):  
Sonja Kewitz ◽  
Eva Vonderlin ◽  
Lutz Wartberg ◽  
Katajun Lindenberg

Internet Gaming Disorder (IGD) has been included in the DSM-5 as a diagnosis for further study, and Gaming Disorder as a new diagnosis in the ICD-11. Nonetheless, little is known about the clinical prevalence of IGD in children and adolescents. Additionally, it is unclear if patients with IGD are already identified in routine psychotherapy, using the ICD-10 diagnosis F 63.8 (recommended classification of IGD in ICD-10). This study investigated N = 358 children and adolescents (self and parental rating) of an outpatient psychotherapy centre in Germany using the Video Game Dependency Scale. According to self-report 4.0% of the 11- to 17-year-old patients met criteria for a tentative IGD diagnosis and 14.0% according to the parental report. Of the 5- to 10-year-old patients, 4.1% were diagnosed with tentative IGD according to parental report. Patients meeting IGD criteria were most frequently diagnosed with hyperkinetic disorders, followed by anxiety disorders, F 63.8, conduct disorders, mood disorders and obsessive-compulsive disorders (descending order) as primary clinical diagnoses. Consequently, this study indicates that a significant amount of the clinical population presents IGD. Meaning, appropriate diagnostics should be included in routine psychological diagnostics in order to avoid “hidden” cases of IGD in the future.


2021 ◽  
Author(s):  
Wei‐ran Zhou ◽  
Yi‐ming Wang ◽  
Min Wang ◽  
Zi‐liang Wang ◽  
Hui Zheng ◽  
...  

2021 ◽  
pp. 1-6
Author(s):  
Perihan Turhan Gürbüz ◽  
Özge Gizli Çoban ◽  
Ali Erdoğan ◽  
Hilal Yazici Kopuz ◽  
Aslı Sürer Adanir ◽  
...  

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