Problematic computer game use among adolescents, younger and older adults
- Publikationstyp:
- Zeitschriftenaufsatz
- Metadaten:
-
- Autoren
- Ruth Festl
- Michael Scharkow
- Thorsten Quandt
- Autoren-URL
- https://www.webofscience.com/api/gateway?GWVersion=2&SrcApp=fis-test-1&SrcAuth=WosAPI&KeyUT=WOS:000315182900026&DestLinkType=FullRecord&DestApp=WOS_CPL
- DOI
- 10.1111/add.12016
- eISSN
- 1360-0443
- Externe Identifier
- Clarivate Analytics Document Solution ID: 093HS
- PubMed Identifier: 23078146
- ISSN
- 0965-2140
- Ausgabe der Veröffentlichung
- 3
- Zeitschrift
- ADDICTION
- Schlüsselwörter
- Adolescents
- adults
- gaming addiction
- prevalence study
- problematic computer game use
- Paginierung
- 592 - 599
- Datum der Veröffentlichung
- 2013
- Status
- Published
- Titel
- Problematic computer game use among adolescents, younger and older adults
- Sub types
- Article
- Ausgabe der Zeitschrift
- 108
Datenquelle: Web of Science (Lite)
- Andere Metadatenquellen:
-
- Abstract
- <jats:title>Abstract</jats:title><jats:sec><jats:title>Aims</jats:title><jats:p>Playing digital games has been associated with forms of addictive behavior. Past research on the subject has often been criticized on theoretical and empirical grounds, due mainly to measurement or sampling issues. The present study aims to overcome these two limitations, and presents data from a representative study in <jats:styled-content style="fixed-case">G</jats:styled-content>ermany using an already established instrument for measuring problematic game use.</jats:p></jats:sec><jats:sec><jats:title>Design</jats:title><jats:p>Large‐scale, representative study using a computer‐assisted telephone survey.</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 580 adolescents between 14 and 18 years of age, 1866 younger adults between 19–39 years and 1936 older adults aged 40 years and older (overall <jats:italic>n</jats:italic> = 4382).</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 conflicts. Additionally, differential aspects of personality, as well as gaming behaviour, were measured.</jats:p></jats:sec><jats:sec><jats:title>Findings</jats:title><jats:p>Only seven respondents [0.2%, 95% confidence interval (<jats:styled-content style="fixed-case">CI): </jats:styled-content>0.1, 0.3] met all criteria of the <jats:styled-content style="fixed-case">GAS</jats:styled-content> Scale. In contrast, 3.7% (95% <jats:styled-content style="fixed-case">CI:</jats:styled-content> 3.1, 4.3) of the respondents can be considered problematic users, meeting at least half these conditions. The percentage of problematic gamers among adolescents is above average (7.6%, 95% <jats:styled-content style="fixed-case">CI:</jats:styled-content> 5.6, 10.1). High <jats:styled-content style="fixed-case">GAS</jats:styled-content> scores are associated with aggression, low sociability and self‐efficacy and lower satisfaction with life. Additionally, these scores correspond with intensive use and preferences for certain gaming genres across all age groups.</jats:p></jats:sec><jats:sec><jats:title>Conclusions</jats:title><jats:p>Following <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 criteria, gaming addiction is currently not a widespread phenomenon among adolescents and adults in <jats:styled-content style="fixed-case">G</jats:styled-content>ermany. <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 scores are associated with intensive use, as well as certain problematic aspects of individuals' personalities and social lives.</jats:p></jats:sec>
- Autoren
- Ruth Festl
- Michael Scharkow
- Thorsten Quandt
- DOI
- 10.1111/add.12016
- eISSN
- 1360-0443
- ISSN
- 0965-2140
- Ausgabe der Veröffentlichung
- 3
- Zeitschrift
- Addiction
- Sprache
- en
- Online publication date
- 2012
- Paginierung
- 592 - 599
- Datum der Veröffentlichung
- 2013
- Status
- Published
- Herausgeber
- Wiley
- Herausgeber URL
- http://dx.doi.org/10.1111/add.12016
- Datum der Datenerfassung
- 2023
- Titel
- Problematic computer game use among adolescents, younger and older adults
- Ausgabe der Zeitschrift
- 108
Datenquelle: Crossref
- Abstract
- <h4>Aims</h4>Playing digital games has been associated with forms of addictive behavior. Past research on the subject has often been criticized on theoretical and empirical grounds, due mainly to measurement or sampling issues. The present study aims to overcome these two limitations, and presents data from a representative study in Germany using an already established instrument for measuring problematic game use.<h4>Design</h4>Large-scale, representative study using a computer-assisted telephone survey.<h4>Setting</h4>Germany.<h4>Participants</h4>A total of 580 adolescents between 14 and 18 years of age, 1866 younger adults between 19-39 years and 1936 older adults aged 40 years and older (overall n = 4382).<h4>Measurements</h4>Problematic game use was measured with the Gaming Addiction Short Scale (GAS), which covers seven criteria including salience, withdrawal and conflicts. Additionally, differential aspects of personality, as well as gaming behaviour, were measured.<h4>Findings</h4>Only seven respondents [0.2%, 95% confidence interval (CI): 0.1, 0.3] met all criteria of the GAS Scale. In contrast, 3.7% (95% CI: 3.1, 4.3) of the respondents can be considered problematic users, meeting at least half these conditions. The percentage of problematic gamers among adolescents is above average (7.6%, 95% CI: 5.6, 10.1). High GAS scores are associated with aggression, low sociability and self-efficacy and lower satisfaction with life. Additionally, these scores correspond with intensive use and preferences for certain gaming genres across all age groups.<h4>Conclusions</h4>Following Gaming Addiction Short Scale criteria, gaming addiction is currently not a widespread phenomenon among adolescents and adults in Germany. Gaming Addiction Short Scale scores are associated with intensive use, as well as certain problematic aspects of individuals' personalities and social lives.
- Addresses
- University of Hohenheim, Stuttgart, Germany. ruth.festl@uni-hohenheim.de
- Autoren
- Ruth Festl
- Michael Scharkow
- Thorsten Quandt
- DOI
- 10.1111/add.12016
- eISSN
- 1360-0443
- Externe Identifier
- PubMed Identifier: 23078146
- Open access
- false
- ISSN
- 0965-2140
- Ausgabe der Veröffentlichung
- 3
- Zeitschrift
- Addiction (Abingdon, England)
- Schlüsselwörter
- Humans
- Prevalence
- Aggression
- Behavior, Addictive
- Personal Satisfaction
- Self Efficacy
- Personality Disorders
- Age Distribution
- Video Games
- Adolescent
- Adult
- Aged
- Aged, 80 and over
- Middle Aged
- Germany
- Female
- Male
- Young Adult
- Sprache
- eng
- Medium
- Print-Electronic
- Online publication date
- 2012
- Paginierung
- 592 - 599
- Datum der Veröffentlichung
- 2013
- Status
- Published
- Datum der Datenerfassung
- 2012
- Titel
- Problematic computer game use among adolescents, younger and older adults.
- Sub types
- Research Support, Non-U.S. Gov't
- Review
- Journal Article
- Ausgabe der Zeitschrift
- 108
Datenquelle: Europe PubMed Central
- Abstract
- AIMS: Playing digital games has been associated with forms of addictive behavior. Past research on the subject has often been criticized on theoretical and empirical grounds, due mainly to measurement or sampling issues. The present study aims to overcome these two limitations, and presents data from a representative study in Germany using an already established instrument for measuring problematic game use. DESIGN: Large-scale, representative study using a computer-assisted telephone survey. SETTING: Germany. PARTICIPANTS: A total of 580 adolescents between 14 and 18 years of age, 1866 younger adults between 19-39 years and 1936 older adults aged 40 years and older (overall n = 4382). MEASUREMENTS: Problematic game use was measured with the Gaming Addiction Short Scale (GAS), which covers seven criteria including salience, withdrawal and conflicts. Additionally, differential aspects of personality, as well as gaming behaviour, were measured. FINDINGS: Only seven respondents [0.2%, 95% confidence interval (CI): 0.1, 0.3] met all criteria of the GAS Scale. In contrast, 3.7% (95% CI: 3.1, 4.3) of the respondents can be considered problematic users, meeting at least half these conditions. The percentage of problematic gamers among adolescents is above average (7.6%, 95% CI: 5.6, 10.1). High GAS scores are associated with aggression, low sociability and self-efficacy and lower satisfaction with life. Additionally, these scores correspond with intensive use and preferences for certain gaming genres across all age groups. CONCLUSIONS: Following Gaming Addiction Short Scale criteria, gaming addiction is currently not a widespread phenomenon among adolescents and adults in Germany. Gaming Addiction Short Scale scores are associated with intensive use, as well as certain problematic aspects of individuals' personalities and social lives.
- Date of acceptance
- 2012
- Autoren
- Ruth Festl
- Michael Scharkow
- Thorsten Quandt
- Autoren-URL
- https://www.ncbi.nlm.nih.gov/pubmed/23078146
- DOI
- 10.1111/add.12016
- eISSN
- 1360-0443
- Ausgabe der Veröffentlichung
- 3
- Zeitschrift
- Addiction
- Schlüsselwörter
- Adolescent
- Adult
- Age Distribution
- Aged
- Aged, 80 and over
- Aggression
- Behavior, Addictive
- Female
- Germany
- Humans
- Male
- Middle Aged
- Personal Satisfaction
- Personality Disorders
- Prevalence
- Self Efficacy
- Video Games
- Young Adult
- Sprache
- eng
- Country
- England
- Paginierung
- 592 - 599
- Datum der Veröffentlichung
- 2013
- Status
- Published
- Datum, an dem der Datensatz öffentlich gemacht wurde
- 2013
- Titel
- Problematic computer game use among adolescents, younger and older adults.
- Sub types
- Journal Article
- Research Support, Non-U.S. Gov't
- Review
- Ausgabe der Zeitschrift
- 108
Datenquelle: PubMed
- Beziehungen:
- Eigentum von