Longitudinal patterns of problematic computer game use among adolescents and adults-a 2-year panel study
- Publikationstyp:
- Zeitschriftenaufsatz
- Metadaten:
-
- Autoren
- Michael Scharkow
- Ruth Festl
- Thorsten Quandt
- Autoren-URL
- https://www.webofscience.com/api/gateway?GWVersion=2&SrcApp=fis-test-1&SrcAuth=WosAPI&KeyUT=WOS:000343754500022&DestLinkType=FullRecord&DestApp=WOS_CPL
- DOI
- 10.1111/add.12662
- eISSN
- 1360-0443
- Externe Identifier
- Clarivate Analytics Document Solution ID: AR7JC
- PubMed Identifier: 24938480
- ISSN
- 0965-2140
- Ausgabe der Veröffentlichung
- 11
- Zeitschrift
- ADDICTION
- Schlüsselwörter
- Adolescents
- adults
- gaming addiction
- longitudinal data
- panel study
- problematic computer game use
- Paginierung
- 1910 - 1917
- Datum der Veröffentlichung
- 2014
- Status
- Published
- Titel
- Longitudinal patterns of problematic computer game use among adolescents and adults-a 2-year panel study
- Sub types
- Article
- Ausgabe der Zeitschrift
- 109
Datenquelle: Web of Science (Lite)
- Andere Metadatenquellen:
-
- Abstract
- <jats:title>Abstract</jats:title><jats:sec><jats:title>Aims</jats:title><jats:p>To investigate the longitudinal patterns (stability and change) of problematic computer game use and its interdependencies with psychosocial wellbeing in different age groups.</jats:p></jats:sec><jats:sec><jats:title>Design</jats:title><jats:p>Three‐wave, annual panel study using computer‐assisted telephone surveys.</jats:p></jats:sec><jats:sec><jats:title>Setting</jats:title><jats:p><jats:styled-content style="fixed-case">G</jats:styled-content>ermany.</jats:p></jats:sec><jats:sec><jats:title>Participants</jats:title><jats:p>A total of 112 adolescents aged between 14 and 18 years, 363 younger adults between 19–39 years and 427 adults aged 40 years and older (overall <jats:italic>n</jats:italic> = 902).</jats:p></jats:sec><jats:sec><jats:title>Measurements</jats:title><jats:p>Problematic game use was measured with the <jats:styled-content style="fixed-case">G</jats:styled-content>aming <jats:styled-content style="fixed-case">A</jats:styled-content>ddiction <jats:styled-content style="fixed-case">S</jats:styled-content>hort <jats:styled-content style="fixed-case">S</jats:styled-content>cale (<jats:styled-content style="fixed-case">GAS</jats:styled-content>), which covers seven criteria including salience, withdrawal and conflict. Additionally, gaming behaviour and psychosocial wellbeing (social capital and support, life satisfaction and success) were measured in all three panel waves.</jats:p></jats:sec><jats:sec><jats:title>Findings</jats:title><jats:p>The generally low <jats:styled-content style="fixed-case">GAS</jats:styled-content> scores were very stable in yearly intervals [average autocorrelation across waves and age groups: <jats:italic>r</jats:italic> = 0.74, confidence interval (<jats:styled-content style="fixed-case">CI</jats:styled-content>) = 0.71, 0.77]. Only nine respondents (1%, <jats:styled-content style="fixed-case">CI</jats:styled-content> = 0.5, 1.9) consistently exhibited symptoms of problematic game use across all waves, while no respondent could be classified consistently as being addicted according to the <jats:styled-content style="fixed-case">GAS</jats:styled-content> criteria. Changes in problematic gaming were not related consistently to changes in psychosocial wellbeing, although some cross‐lagged effects were statistically significant in younger and older adult groups.</jats:p></jats:sec><jats:sec><jats:title>Conclusions</jats:title><jats:p>Within a 2‐year time‐frame, problematic use of computer games appears to be a less stable behaviour than reported previously and not related systematically to negative changes in the gamers' lives.</jats:p></jats:sec>
- Autoren
- Michael Scharkow
- Ruth Festl
- Thorsten Quandt
- DOI
- 10.1111/add.12662
- eISSN
- 1360-0443
- ISSN
- 0965-2140
- Ausgabe der Veröffentlichung
- 11
- Zeitschrift
- Addiction
- Sprache
- en
- Online publication date
- 2014
- Paginierung
- 1910 - 1917
- Datum der Veröffentlichung
- 2014
- Status
- Published
- Herausgeber
- Wiley
- Herausgeber URL
- http://dx.doi.org/10.1111/add.12662
- Datum der Datenerfassung
- 2023
- Titel
- Longitudinal patterns of problematic computer game use among adolescents and adults—a 2‐year panel study
- Ausgabe der Zeitschrift
- 109
Datenquelle: Crossref
- Abstract
- <h4>Aims</h4>To investigate the longitudinal patterns (stability and change) of problematic computer game use and its interdependencies with psychosocial wellbeing in different age groups.<h4>Design</h4>Three-wave, annual panel study using computer-assisted telephone surveys.<h4>Setting</h4>Germany.<h4>Participants</h4>A total of 112 adolescents aged between 14 and 18 years, 363 younger adults between 19-39 years and 427 adults aged 40 years and older (overall n = 902).<h4>Measurements</h4>Problematic game use was measured with the Gaming Addiction Short Scale (GAS), which covers seven criteria including salience, withdrawal and conflict. Additionally, gaming behaviour and psychosocial wellbeing (social capital and support, life satisfaction and success) were measured in all three panel waves.<h4>Findings</h4>The generally low GAS scores were very stable in yearly intervals [average autocorrelation across waves and age groups: r = 0.74, confidence interval (CI) = 0.71, 0.77]. Only nine respondents (1%, CI = 0.5, 1.9) consistently exhibited symptoms of problematic game use across all waves, while no respondent could be classified consistently as being addicted according to the GAS criteria. Changes in problematic gaming were not related consistently to changes in psychosocial wellbeing, although some cross-lagged effects were statistically significant in younger and older adult groups.<h4>Conclusions</h4>Within a 2-year time-frame, problematic use of computer games appears to be a less stable behaviour than reported previously and not related systematically to negative changes in the gamers' lives.
- Addresses
- University of Hohenheim, Stuttgart, Germany.
- Autoren
- Michael Scharkow
- Ruth Festl
- Thorsten Quandt
- DOI
- 10.1111/add.12662
- eISSN
- 1360-0443
- Externe Identifier
- PubMed Identifier: 24938480
- Funding acknowledgements
- European Research Council: 240864
- Open access
- false
- ISSN
- 0965-2140
- Ausgabe der Veröffentlichung
- 11
- Zeitschrift
- Addiction (Abingdon, England)
- Schlüsselwörter
- Humans
- Longitudinal Studies
- Behavior, Addictive
- Video Games
- Adolescent
- Adult
- Germany
- Female
- Male
- Young Adult
- Surveys and Questionnaires
- Sprache
- eng
- Medium
- Print-Electronic
- Online publication date
- 2014
- Paginierung
- 1910 - 1917
- Datum der Veröffentlichung
- 2014
- Status
- Published
- Datum der Datenerfassung
- 2014
- Titel
- Longitudinal patterns of problematic computer game use among adolescents and adults--a 2-year panel study.
- Sub types
- Research Support, Non-U.S. Gov't
- Journal Article
- Ausgabe der Zeitschrift
- 109
Datenquelle: Europe PubMed Central
- Abstract
- AIMS: To investigate the longitudinal patterns (stability and change) of problematic computer game use and its interdependencies with psychosocial wellbeing in different age groups. DESIGN: Three-wave, annual panel study using computer-assisted telephone surveys. SETTING: Germany. PARTICIPANTS: A total of 112 adolescents aged between 14 and 18 years, 363 younger adults between 19-39 years and 427 adults aged 40 years and older (overall n = 902). MEASUREMENTS: Problematic game use was measured with the Gaming Addiction Short Scale (GAS), which covers seven criteria including salience, withdrawal and conflict. Additionally, gaming behaviour and psychosocial wellbeing (social capital and support, life satisfaction and success) were measured in all three panel waves. FINDINGS: The generally low GAS scores were very stable in yearly intervals [average autocorrelation across waves and age groups: r = 0.74, confidence interval (CI) = 0.71, 0.77]. Only nine respondents (1%, CI = 0.5, 1.9) consistently exhibited symptoms of problematic game use across all waves, while no respondent could be classified consistently as being addicted according to the GAS criteria. Changes in problematic gaming were not related consistently to changes in psychosocial wellbeing, although some cross-lagged effects were statistically significant in younger and older adult groups. CONCLUSIONS: Within a 2-year time-frame, problematic use of computer games appears to be a less stable behaviour than reported previously and not related systematically to negative changes in the gamers' lives.
- Date of acceptance
- 2014
- Autoren
- Michael Scharkow
- Ruth Festl
- Thorsten Quandt
- Autoren-URL
- https://www.ncbi.nlm.nih.gov/pubmed/24938480
- DOI
- 10.1111/add.12662
- eISSN
- 1360-0443
- Ausgabe der Veröffentlichung
- 11
- Zeitschrift
- Addiction
- Schlüsselwörter
- Adolescents
- adults
- gaming addiction
- longitudinal data
- panel study
- problematic computer game use
- Adolescent
- Adult
- Behavior, Addictive
- Female
- Germany
- Humans
- Longitudinal Studies
- Male
- Surveys and Questionnaires
- Video Games
- Young Adult
- Sprache
- eng
- Country
- England
- Paginierung
- 1910 - 1917
- Datum der Veröffentlichung
- 2014
- Status
- Published
- Datum, an dem der Datensatz öffentlich gemacht wurde
- 2016
- Titel
- Longitudinal patterns of problematic computer game use among adolescents and adults--a 2-year panel study.
- Sub types
- Journal Article
- Research Support, Non-U.S. Gov't
- Ausgabe der Zeitschrift
- 109
Datenquelle: PubMed
- Beziehungen:
- Eigentum von