TY - JOUR
T1 - Pathological video game use among youths: A two-year longitudinal study
AU - Gentile, Douglas A.
AU - Choo, Hyekyung
AU - Liau, Albert
AU - Sim, Boon Wee Timothy
AU - Li, Dongdong
AU - Fung, Daniel
AU - Khoo, Angeline
PY - 2011/2/1
Y1 - 2011/2/1
N2 - OBJECTIVES: We aimed to measure the prevalence and length of the problem of pathological video gaming or Internet use, to identify risk and protective factors, to determine whether pathological gaming is a primary or secondary problem, and to identify outcomes for individuals who become or stop being pathological gamers. METHODS: A 2-year, longitudinal, panel study was performed with a general elementary and secondary school population in Singapore, including 3034 children in grades 3 (N=743), 4 (N=711), 7 (N=916), and 8 (N = 664). Several hypothesized risk and protective factors for developing or overcoming pathological gaming were measured, including weekly amount of game play, impulsivity, social competence, depression, social phobia, anxiety, and school performance. RESULTS: The prevalence of pathological gaming was similar to that in other countries (∼9%). Greater amounts of gaming, lower social competence, and greater impulsivity seemed to act as risk factors for becoming pathological gamers, whereas depression, anxiety, social phobias, and lower school performance seemed to act as outcomes of pathological gaming. CONCLUSION: This study adds important information to the discussion about whether video game "addiction" is similar to other addictive behaviors, demonstrating that it can last for years and is not solely a symptom of comorbid disorders.
AB - OBJECTIVES: We aimed to measure the prevalence and length of the problem of pathological video gaming or Internet use, to identify risk and protective factors, to determine whether pathological gaming is a primary or secondary problem, and to identify outcomes for individuals who become or stop being pathological gamers. METHODS: A 2-year, longitudinal, panel study was performed with a general elementary and secondary school population in Singapore, including 3034 children in grades 3 (N=743), 4 (N=711), 7 (N=916), and 8 (N = 664). Several hypothesized risk and protective factors for developing or overcoming pathological gaming were measured, including weekly amount of game play, impulsivity, social competence, depression, social phobia, anxiety, and school performance. RESULTS: The prevalence of pathological gaming was similar to that in other countries (∼9%). Greater amounts of gaming, lower social competence, and greater impulsivity seemed to act as risk factors for becoming pathological gamers, whereas depression, anxiety, social phobias, and lower school performance seemed to act as outcomes of pathological gaming. CONCLUSION: This study adds important information to the discussion about whether video game "addiction" is similar to other addictive behaviors, demonstrating that it can last for years and is not solely a symptom of comorbid disorders.
KW - Depression
KW - Impulse control
KW - Longitudinal
KW - Pathological video game use
KW - Video game addiction
UR - http://www.scopus.com/inward/record.url?scp=79551514364&partnerID=8YFLogxK
U2 - 10.1542/peds.2010-1353
DO - 10.1542/peds.2010-1353
M3 - Journal article
C2 - 21242221
SN - 0031-4005
VL - 127
JO - Pediatrics
JF - Pediatrics
IS - 2
ER -