Cited by 99Impact of Technology on AdolescentsGambling Behavior and TreatmentsSexuality, Behavior, and Technology

When addiction symptoms and life problems diverge: a latent class analysis of problematic gaming in a representative multinational sample of European adolescents

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Colder Carras, Michelle, Kardefelt-Winther, Daniel·2018·European Child & Adolescent Psychiatry

Abstract

The proposed diagnosis of Internet gaming disorder (IGD) in DSM-5 has been criticized for "borrowing" criteria related to substance addiction, as this might result in misclassifying highly involved gamers as having a disorder. In this paper, we took a person-centered statistical approach to group adolescent gamers by levels of addiction-related symptoms and gaming-related problems, compared these groups to traditional scale scores for IGD, and checked how groups were related to psychosocial well-being using a preregistered analysis plan. We performed latent class analysis and regression with items from IGD and psychosocial well-being scales in a representative sample of 7865 adolescent European gamers. Symptoms and problems matched in only two groups: an IGD class (2.2%) having a high level of symptoms and problems and a Normative class (63.5%) having low levels of symptoms and problems. We also identified two classes comprising 30.9% of our sample that would be misclassified based on their report of gaming-related problems: an Engaged class (7.3%) that seemed to correspond to the engaged gamers described in previous literature, and a Concerned class (23.6%) reporting few symptoms but moderate to high levels of problems. Our findings suggest that a reformulation of IGD is needed. Treating Engaged gamers as having IGD when their poor well-being might not be gaming related may delay appropriate treatment, while Concerned gamers may need help to reduce gaming but would not be identified as such. Additional work to describe the phenomenology of these two groups would help refine diagnosis, prevention and treatment for IGD.

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Authors
Colder Carras, M., & Kardefelt-Winther, D.
Venue
European Child & Adolescent Psychiatry
Published
2018-01-24
Volume
27
Issue
4
Pages
513-525
ISSN
  • 1018-8827 (ISSN-L)
  • 1435-165X
OpenAlex
W2793113489
Cited by
99
References
59
Citations by year
2026: 3 · 2025: 12 · 2024: 6 · 2023: 12 · 2022: 17 · 2021: 22 · 2020: 12 · 2019: 11 · 2018: 4
FWCI
27.82
Type
journal article
Language
en
Open access
Locations
  • European Child & Adolescent Psychiatry (publishedVersion)
  • PubMed (publishedVersion)
  • Europe PMC (PubMed Central) (acceptedVersion)
  • PubMed Central (acceptedVersion)
  • Radboud Repository (Radboud University) (submittedVersion)
Funders
National Institute of Mental Health (5T32MH014592-39)
Topics
  • Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
  • Social Sciences › Psychology › Clinical Psychology › Gambling Behavior and Treatments
  • Social Sciences › Psychology › Clinical Psychology › Sexuality, Behavior, and Technology
Keywords
internet gaming disorder, gaming addiction, adolescents, addiction symptoms, psychosocial well-being, misclassification, DSM-5 diagnostic criteria, latent subgroups
MeSH terms
Adolescent, Mental Disorders, Europe, Female, Humans, Male, Behavior, Addictive, Video Games, Internet

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