Abstract
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
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
| Original language | English |
|---|---|
| Pages (from-to) | 157-165 |
| Number of pages | 8 |
| Journal | Journal of Behavioral Addictions |
| Volume | 3 |
| Issue number | 3 |
| Early online date | 26 Aug 2014 |
| DOIs | |
| Publication status | Published online - 26 Aug 2014 |
Keywords
- problematic video gaming
- internet gaming disorder
- online games
- adolescents
- alcohol
- smoking
- cannabis
- loneliness
- depression
- self-esteem
- social anxiety
- addiction
Fingerprint
Dive into the research topics of 'The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents'. Together they form a unique fingerprint.Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver