VAN Rooij, Antonius J and Kuss, Daria J and Griffiths, Mark D and Shorter, Gillian W and Schoenmakers, M Tim and VAN DE Mheen, Dike (2014) The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents. Journal of Behavioral Addictions, 3, (3), pp. 157-65. https://doi.org/10.1556/jba.3.2014.013.
External website: https://akjournals.com/view/journals/2006/3/3/arti...
AIMS: The current study explored the nature of problematic (addictive) video gaming (PVG) and the association with game type, psychosocial health, and substance use.
METHODS: Data were collected using a paper and pencil survey in the classroom setting. Three samples were aggregated to achieve a total sample of 8478 unique adolescents. Scales included measures of game use, game type, the Video game Addiction Test (VAT), depressive mood, negative self-esteem, loneliness, social anxiety, education performance, and use of cannabis, alcohol and nicotine (smoking).
RESULTS: Findings confirmed problematic gaming is most common amongst adolescent gamers who play multiplayer online games. Boys (60%) were more likely to play online games than girls (14%) and problematic gamers were more likely to be boys (5%) than girls (1%). High problematic gamers showed higher scores on depressive mood, loneliness, social anxiety, negative self-esteem, and self-reported lower school performance. Nicotine, alcohol, and cannabis using boys were almost twice more likely to report high PVG than non-users.
CONCLUSIONS: It appears that online gaming in general is not necessarily associated with problems. However, problematic gamers do seem to play online games more often, and a small subgroup of gamers - specifically boys - showed lower psychosocial functioning and lower grades. Moreover, associations with alcohol, nicotine, and cannabis use are found. It would appear that problematic gaming is an undesirable problem for a small subgroup of gamers. The findings encourage further exploration of the role of psychoactive substance use in problematic gaming.
B Substances > Alcohol
B Substances > Tobacco (cigarette smoking)
F Concepts in psychology > Emotion (anxiety / joy)
F Concepts in psychology > Process / behavioural disorder (addiction) > Gaming disorder / problem
G Health and disease > Behavioural and mental health disorder (Psychosis / mood)
N Communication, information and education > Educational environment / institution (school / college / university)
T Demographic characteristics > Adolescent / youth (teenager / young person)
T Demographic characteristics > Student (secondary level)
VA Geographic area > International
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