Internet gaming disorder: Trends in prevalence 1998–2016
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Systematic reviews of large-scale studies have reported prevalence rates of problem gaming from 1 to 3%, with slightly higher prevalence rates of 4 to 5% for adolescents.
“Systematic reviews of large-scale studies 185-188 have reported prevalence rates from 1 to 3%, with slightly higher prevalence rates of 4 to 5% for adolescents.”
From Emerging experience with selected new categories in the <scp>ICD</scp>‐11: complex <scp>PTSD</scp>, prolonged grief disorder, gaming disorder, and compulsive sexual behaviour disorder (2022) · cites this paper as [186]
The Results (page unavailable) report an average prevalence of 4.7% across reviewed studies, most of which were school-based, broadly supporting the 4–5% figure. They do not give a separate adolescent estimate or a general prevalence estimate of 1–3%. The Discussion (page unavailable) cautions that the school-heavy samples limit generalizability to the wider population. (LLM, conf=0.85)
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“Based on this review, we have five recommendations to improve research on the prevalence of IGD: 1) Consistent methodology in measuring IGD, including distinguishing between IA and IGD, to build a theoretically sound model (5,6,54) and strive for specificity (59).”
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“2) Study populations with comparable demographics and recruitment (mixed/single gender, urban/rural, similar ages, cultures) and studying the disorder across age groups/cultures (60,61).”
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Global prevalence of gaming disorder: A systematic review and meta-analysis
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“Consistent with previous reviews (Feng et al., 2017; Mihara and Higuchi, 2017), GD prevalence rates were found to be 2.5 times higher for males than for females.”
BackgroundInfluentialGlobal prevalence of digital addiction in general population: A systematic review and meta-analysis
Meng, S.-Q., Cheng, J.-L., Li, Y.-Y., Yang, X.-Q., Zheng, J.-W., Chang, X.-W., Shi, Y., Chen, Y., Lu, L., Sun, Y., et al. (2022) · Clinical Psychology Review · doi:10.1016/j.cpr.2022.102128 · Cited by 622 · see citing works
Screening and assessment tools for gaming disorder: A comprehensive systematic review
King, D. L., Chamberlain, S. R., Carragher, N., Billieux, J., Stein, D., Mueller, K., Potenza, M. N., Rumpf, H. J., Saunders, J., Starcevic, V., et al. (2020) · Clinical Psychology Review · doi:10.1016/j.cpr.2020.101831 · Cited by 369 · see citing works
Prevalence of gaming disorder: A meta-analysis
Kim, H. S., Son, G., Roh, E.-B., Ahn, W., Kim, J., Shin, S.-H., Chey, J., & Choi, K. (2021) · Addictive Behaviors · doi:10.1016/j.addbeh.2021.107183 · Cited by 328 · see citing works
Exploring the prevalence of gaming disorder and Internet gaming disorder: a rapid scoping review
Darvesh, N., Radhakrishnan, A., Lachance, C. C., Nincic, V., Sharpe, J. P., Ghassemi, M., Straus, S. E., & Tricco, A. C. (2020) · Systematic Reviews · doi:10.1186/s13643-020-01329-2 · Cited by 253 · see citing works
5 G wireless telecommunications expansion: Public health and environmental implications
Russell, C. L. (2018) · Environmental Research · doi:10.1016/j.envres.2018.01.016 · Cited by 198 · see citing works
Internet gaming disorder in adolescence: Psychological characteristics of a clinical sample
Torres-Rodríguez, A., Griffiths, M. D., Carbonell, X., & Oberst, U. E. (2018) · Journal of Behavioral Addictions · doi:10.1556/2006.7.2018.75 · Cited by 192 · see citing works
Reed, G. M., First, M. B., Billieux, J., Cloitre, M., Briken, P., Achab, S., Brewin, C. R., King, D. L., Kraus, S. W., & Bryant, R. A. (2022) · World Psychiatry · doi:10.1002/wps.20960 · Cited by 182 · see citing works
Wu, A. M. S., Chen, J. H., Tong, K. K., Yu, S. M., & Lau, J. T. F. (2018) · Journal of Behavioral Addictions · doi:10.1556/2006.7.2018.12 · Cited by 170 · see citing works
Neurobiology of cue-reactivity, craving, and inhibitory control in non-substance addictive behaviors
Antons, S., Brand, M., & Potenza, M. N. (2020) · Journal of the Neurological Sciences · doi:10.1016/j.jns.2020.116952 · Cited by 165 · see citing works
Kato, T. A., Shinfuku, N., & Tateno, M. (2020) · Current Opinion in Psychiatry · doi:10.1097/yco.0000000000000601 · Cited by 155 · see citing works
“On the other hand, excessive onlinegaming is the most common cause of internet addiction throughout the world [20,21].”
BackgroundThe Treatment of Internet Gaming Disorder: a Brief Overview of the PIPATIC Program
Torres-Rodríguez, A., Griffiths, M. D., & Carbonell, X. (2017) · International Journal of Mental Health and Addiction · doi:10.1007/s11469-017-9825-0 · Cited by 139 · see citing works
“Part of this variation is due to the fact that different instruments are used in different cultural contexts and for different ages (Feng et al. 2017; Ferguson et al. 2011; Müller et al. 2015; van Rooij et al. 2014).”
BackgroundLong, J., Liu, T., Liu, Y., Hao, W., Maurage, P., & Billieux, J. (2018) · Current Addiction Reports · doi:10.1007/s40429-018-0219-6 · Cited by 122 · see citing works
Beranuy, M., Machimbarrena, J. M., Vega-Osés, M. A., Carbonell, X., Griffiths, M. D., Pontes, H., & González-Cabrera, J. (2020) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph17051562 · Cited by 166 · see citing works
“In international samples, and without an established age range, the percentage ranges from 0.7% to 15.6% [34] or slightly higher in Chinese studies (from 3.5% to 17% [35]).”
InfluentialThrouvala, M. A., Janikian, M., Griffiths, M. D., Rennoldson, M., & Kuss, D. J. (2019) · Journal of Behavioral Addictions · doi:10.1556/2006.8.2019.05 · Cited by 103 · see citing works
Gaming Disorder Across the Lifespan: a Scoping Review of Longitudinal Studies
Richard, J., Temcheff, C. E., & Derevensky, J. L. (2020) · Current Addiction Reports · doi:10.1007/s40429-020-00339-3 · Cited by 93 · see citing works
Su, B., Yu, C., Zhang, W., Su, Q., Zhu, J., & Jiang, Y. (2018) · Frontiers in Psychology · doi:10.3389/fpsyg.2018.00095 · Cited by 91 · see citing works
“The prevalence rates among adolescents have been researched more extensively, and range from 1.2 to 5.0% in European samples and 7.5 to 26.7% in Asian samples (e.g., Lopez-Fernandez et al., 2013; Yu et al., 2015; Feng et al., 2017; Laconi et al., 2017; Mihara and Higuchi, 2017).”
BackgroundInfluentialTeng, Z., Griffiths, M. D., Nie, Q., Xiang, G., & Guo, C. (2020) · Journal of Behavioral Addictions · doi:10.1556/2006.2020.00011 · Cited by 93 · see citing works
Dang, D. L., Zhang, M. X., Leong, K. K.-H., & Wu, A. M. S. (2019) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph16152762 · Cited by 77 · see citing works
Problematic gaming behavior and the personality traits of video gamers: A cross-sectional survey.
Dieris-Hirche, J., Pape, M., Wildt, B. T. T., Kehyayan, A., Esch, M., Aicha, S., Herpertz, S., & Bottel, L. (2020) · Computers in Human Behavior · doi:10.1016/j.chb.2020.106272 · Cited by 77 · see citing works
The epidemiology and effects of video game addiction: A systematic review and meta-analysis
Limone, P., Ragni, B., & Toto, G. A. (2023) · Acta Psychologica · doi:10.1016/j.actpsy.2023.104047 · Cited by 77 · see citing works
Autism, Problematic Internet Use and Gaming Disorder: A Systematic Review
Murray, A., Koronczai, B., Király, O., Griffiths, M. D., Mannion, A., Leader, G., & Demetrovics, Z. (2021) · Review Journal of Autism and Developmental Disorders · doi:10.1007/s40489-021-00243-0 · Cited by 78 · see citing works
“Prevalence rates for GD vary, with one international review reporting that the average prevalence rate of GD from 1998 to 2016 was 4.7% and that GD rates ranged from 0.7 to 15.6% in naturalistic populations (Feng et al., 2017).”
BackgroundInfluentialLin, S., Yu, C., Chen, J., Sheng, J., Hu, Y., & Zhong, L. (2020) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph17218197 · Cited by 71 · see citing works
Taechoyotin, P., Tongrod, P., Thaweerungruangkul, T., Towattananon, N., Teekapakvisit, P., Aksornpusitpong, C., Sathapornpunya, W., Hempatawee, N., Rangsin, R., Mungthin, M., et al. (2020) · BMC Research Notes · doi:10.1186/s13104-019-4862-3 · Cited by 70 · see citing works
King, D. L., Billieux, J., Carragher, N., & Delfabbro, P. H. (2020) · Journal of Behavioral Addictions · doi:10.1556/2006.2020.00001 · Cited by 69 · see citing works
Stevens, C., Zhang, E., Cherkerzian, S., Chen, J. A., & Liu, C. H. (2020) · Depression and Anxiety · doi:10.1002/da.23094 · Cited by 69 · see citing works
“While definitions of PIU vary and no gold ‐ standard exists for measurement (Andreassen et al., 2016; Feng et al., 2017), one component of most definitions is a dysfunctional impact, such as negative consequences on job performance or productivity.”
BackgroundInfluentialCross-Cultural Validation of the Compulsive Internet Use Scale in Four Forms and Eight Languages
López-Fernández, O., Griffiths, M. D., Kuss, D. J., Dawes, C., Pontes, H. M., Justice, L. V., Rumpf, H., Bischof, A., Gässler, A.-K., Suryani, E., et al. (2019) · Cyberpsychology Behavior and Social Networking · doi:10.1089/cyber.2018.0731 · Cited by 72 · see citing works
“14,19 Furthermore, the CIUS has fewer items compared with most other IA scales 7,9 (i.e., 14 items: CIUS-14 5 ) and is thus time-saving in both clinical and epidemiological contexts where time allocated to assessment is limited, although it arguably remains relatively long for public health surveys.”
Wang, P., Pan, R., Wu, X., Zhu, G.-C., Wang, Y., Tian, M., Sun, Y., & Wang, J. (2022) · Addictive Behaviours · doi:10.1016/j.addbeh.2022.107256 · Cited by 58 · see citing works
Characteristics of Gamers who Purchase Loot Box: a Systematic Literature Review
Yokomitsu, K., Irie, T., Shinkawa, H., & Tanaka, M. (2021) · Current Addiction Reports · doi:10.1007/s40429-021-00386-4 · Cited by 56 · see citing works
Cuong, V. M., Assanangkornchai, S., Wichaidit, W., Hanh, V. T. M., & Hạnh, H. T. M. (2021) · Journal of Behavioral Addictions · doi:10.1556/2006.2021.00064 · Cited by 52 · see citing works
The Big Five personality traits and online gaming: A systematic review and meta-analysis
Akbari, M., Seydavi, M., Spada, M. M., Mohammadkhani, S., Jamshidi, S., jamaloo, A., & Ayatmehr, F. (2021) · Journal of Behavioral Addictions · doi:10.1556/2006.2021.00050 · Cited by 51 · see citing works
Internet Gaming Disorder profiles and their associations with social engagement behaviours
Tullett-Prado, D., Stavropoulos, V., Mueller, K., Sharples, J. M., & Footitt, T. A. (2021) · Journal of Psychiatric Research · doi:10.1016/j.jpsychires.2021.04.037 · Cited by 51 · see citing works
Problematic Video Gaming in a Young Spanish Population: Association with Psychosocial Health
Aguado, C. B., Cánovas, A. A., Conde-Mateos, C., Buiza-Navarrete, J. J., & Gentile, D. A. (2018) · Cyberpsychology Behavior and Social Networking · doi:10.1089/cyber.2017.0599 · Cited by 48 · see citing works
“6 percent, depending on the measurement method, age, and geographical area.(23) In 2015, Lemmens et al.”
Tifferet, S. (2020) · doi:10.1089/cyber.2019.0445 · Cited by 48 · see citing works
“T he prevalence of Internet gaming disorder (IGD) is widely variable across adults 1,2 with prevalence rates at around 1–5 percent.”
What Types of Internet Services Make Adolescents Addicted? Correlates of Problematic Internet Use
Kim, K. M., Kim, H., Choi, J.-W., Kim, S. Y., & Kim, J. W. (2020) · Neuropsychiatric Disease and Treatment · doi:10.2147/ndt.s247292 · Cited by 47 · see citing works
Internet gaming disorder and aggression: A meta-analysis of teenagers and young adults
Li, S., Wu, Z., Zhang, Y., Xu, M., Wang, X., & Ma, X. (2023) · Frontiers in Public Health · doi:10.3389/fpubh.2023.1111889 · Cited by 46 · see citing works
Persistence in Problematic Internet Use—A Systematic Review and Meta-Analysis
Dahl, D., & Bergmark, K. H. (2020) · Frontiers in Sociology · doi:10.3389/fsoc.2020.00030 · Cited by 46 · see citing works
“Then followed hand searching of the reviews most closely related to this review (Kuss et al., 2014; Anderson et al., 2017; Feng et al., 2017;Mihara andHiguchi, 2017), and third, hand searching of the references in a random sample of ten of the database generated results.”
MethodDahl, D., & Bergmark, K. H. (2020) · Nordic Studies on Alcohol and Drugs · doi:10.1177/1455072520941997 · Cited by 52 · see citing works
Borges, G. L. G., Orozco, R., Benjet, C. L., Martínez, K. I. M., Contreras, E. V., Pérez, A. L. J., ́es, A. J. P. ́. C., Uribe, P., Couder, M. A. C. D., Gutiérrez–García, R. A., et al. (2020) · The Canadian Journal of Psychiatry · doi:10.1177/0706743720948431 · Cited by 42 · see citing works
Gou, S., Zhang, W., Tang, Y., Zhang, J., & He, Q. (2024) · Asian Journal of Psychiatry · doi:10.1016/j.ajp.2024.104257 · Cited by 41 · see citing works
Bouna-Pyrrou, P., Aufleger, B., Braun, S., Gattnar, M., Kallmayer, S., Wagner, H., Kornhuber, J., Mühle, C., & Lenz, B. (2018) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2018.00692 · Cited by 40 · see citing works
González-Bueso, V., Santamaría, J., Oliveras, I., Fernández, D., Montero, E., Baño, M., Jiménez‐Múrcia, S., del Pino‐Gutiérrez, A., & Ribas, J. (2020) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph17051516 · Cited by 39 · see citing works
“Regardless of the debate about the diagnosis and comorbidity [74], across the years the prevalence of the disordered gaming and the incidence of patients seeking treatment for IGD has remained stable [75].”
BackgroundOnline gaming and gaming disorder: more than just a trivial pursuit
Columb, D., Griffiths, M. D., & OʼGara, C. (2019) · Irish Journal of Psychological Medicine · doi:10.1017/ipm.2019.31 · Cited by 39 · see citing works
(2021) · Journal of Behavioral Addictions · doi:10.1556/2006.2021.00074 · Cited by 38 · see citing works
Cudo, A., Dobosz, M., Griffiths, M. D., & Kuss, D. J. (2022) · International Journal of Mental Health and Addiction · doi:10.1007/s11469-022-00858-2 · Cited by 45 · see citing works
“…anxiety (H4) will mediate the relationship between EMSs and PVG. Additionally, previous studies showed gender differences in PVG prevalence (Cudo et al., 2020a; Fam, 2018; Feng et al., 2017; Stevens et al., 2021) and the relationship between psychological outcomes and PVG (Cudo et al., 2020d, e).”
Wang, L., Zheng, H., Wang, M., Chen, S., Du, X., & Dong, G. (2022) · Journal of Behavioral Addictions · doi:10.1556/2006.2022.00057 · Cited by 35 · see citing works
Impact of Action Video Gaming Behavior on Attention, Anxiety, and Sleep Among University Students
Alsaad, F., Binkhamis, L., Alsalman, A., Alabdulqader, N., Alamer, M., Abualait, T., Khalil, M. S., & Al Ghamdi, K. S. (2022) · Psychology Research and Behavior Management · doi:10.2147/prbm.s347694 · Cited by 33 · see citing works
“Studies have shown a significant increase in the prevalence of gaming among children and adolescents in recent years.(1) This has led to many emerging studies on the effects of video gaming, especially for educators, social workers, and researchers.”
BackgroundThe psychometric properties of the Chinese version internet gaming disorder scale
Lei, W., Liu, K., Zeng, Z., Liang, X., Huang, C., Gong, K., He, W., Xiang, B., Zhang, J., Zheng, X., et al. (2020) · Addictive Behaviors · doi:10.1016/j.addbeh.2020.106392 · Cited by 39 · see citing works
DSM-5 Internet gaming disorder among a sample of Mexican first-year college students
Borges, G., Orozco, R., Benjet, C., Martínez Martínez, K. I., Contreras, E. V., Jiménez Pérez, A. L., Peláez Cedrés, A. J., Hernández Uribe, P. C., Díaz Couder, M. A. C., Gutierrez-Garcia, R. A., et al. (2019) · Journal of Behavioral Addictions · doi:10.1556/2006.8.2019.62 · Cited by 35 · see citing works
“We simply do not know if the prevalences reported elsewhere can be applied in countries of emerging economies, besides China.”
BackgroundInfluentialAtroszko, P. A., Atroszko, B., & Charzyńska, E. (2021) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph18168590 · Cited by 34 · see citing works
“Additionally, the estimates of Facebook, shopping, food, and gaming addictions are largely consistent with other studies based on similar methodology [45,79,87,92,106].”
ResultByeon, G., Jo, S., Park, J., Jeong, H., Lee, H. K., & Yim, H. W. (2022) · Journal of Behavioral Addictions · doi:10.1556/2006.2022.00071 · Cited by 33 · see citing works
Internet and Video Games: Causes of Behavioral Disorders in Children and Teenagers
Ayala, V. L., Aguilar-Parra, J. M., Collado-Soler, R., Alférez-Pastor, M., Campoy, J. M. F., & de la Rosa, A. L. (2022) · Children · doi:10.3390/children10010086 · Cited by 40 · see citing works
“On the other hand, IGD is defined as “persistent and repeated use of the Internet to engage in gaming, usually with other users, that causes clinically significant impairment or distress” [34] (p.”
BackgroundShen, X., Xie, X., & Wu, S. (2022) · Current Psychology · doi:10.1007/s12144-022-03255-z · Cited by 33 · see citing works
“, 2009), leading to prominent impairment or distress (Feng et al., 2017).”
BackgroundDou, K., Feng, X.-K., Wang, L., & Li, J. (2022) · Journal of Behavioral Addictions · doi:10.1556/2006.2022.00056 · Cited by 31 · see citing works
Bonnaire, C., Serehen, Z., & Phan, O. (2019) · Journal of Behavioral Addictions · doi:10.1556/2006.8.2019.54 · Cited by 30 · see citing works
Richard, J., Marchica, L. A., Ivoska, W., & Derevensky, J. L. (2021) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph18041930 · Cited by 29 · see citing works
Exploring Internet gaming disorder: an updated perspective of empirical evidence (from 2016 to 2021)
Mestre‐Bach, G., Fernández‐Aranda, F., & Jiménez‐Múrcia, S. (2022) · Comprehensive Psychiatry · doi:10.1016/j.comppsych.2022.152319 · Cited by 30 · see citing works
Areshtanab, H. N., Fathollahpour, F., Bostanabad, M. A., Ebrahimi, H., Hosseinzadeh, M., & Fooladi, M. M. (2021) · BMC Psychology · doi:10.1186/s40359-021-00616-4 · Cited by 27 · see citing works
“A recent study has reported the prevalence of internet gaming disorder between 1%-10% in Europe and North America [7].”
BackgroundMoustafa, A. A., Miezah, D., Batchelor, J., Megreya, A. M., & Richard, Y. (2020) · Psychiatry and Clinical Psychopharmacology · doi:10.5455/pcp.20200320092210 · Cited by 26 · see citing works
“Our high prevalence rates of game addiction among our sample of Ghanaian university students is not consistent with that of earlier studies [1, 4, 11, 12].”
BackgroundResultDell’Osso, B. M., Bernardo, I. D., Vismara, M. E. M., Piccoli, E., Giorgetti, F., Molteni, L., Fineberg, N. A., Virzì, C., Bowden‐Jones, H., Truzoli, R., et al. (2021) · Clinical Practice and Epidemiology in Mental Health · doi:10.2174/1745017902117010061 · Cited by 26 · see citing works
Effectiveness of multimodal psychotherapeutic intervention for internet gaming disorder
Sharma, M. K., Anand, N., Tadpatrikar, A., Marimuthu, P., & Narayanan, G. (2022) · Psychiatry Research · doi:10.1016/j.psychres.2022.114633 · Cited by 29 · see citing works
Almutairi, T. A., Almutairi, K. S., Ragab, K. M., Nourelden, A. Z., Assar, A., Matar, S. G., Rashid, H. H., Elsayed, M., Fathallah, A. H., Spitzer, M., et al. (2023) · Middle East Current Psychiatry · doi:10.1186/s43045-023-00280-x · Cited by 25 · see citing works
“7% of the population is affected by this disease on average [7], based on research conducted over the previous two decades.”
BackgroundSaini, N., & Hodgins, D. C. (2023) · Journal of Behavioral Addictions · doi:10.1556/2006.2023.00019 · Cited by 24 · see citing works
“Punishment Features Finserås et al. (2019) Laffan et al. (2016) Intermittent Rewards Dietrich et al.”
BackgroundHarrison, K., Vallina, L., Bue, A. C. C., Wenhold, H., & Moorman, J. D. (2018) · Media Psychology · doi:10.1080/15213269.2018.1496024 · Cited by 24 · see citing works
Spanish Validation and Scoring of the Internet Gaming Disorder Scale - Short-Form (IGDS9-SF)
Sánchez‐Iglesias, I., Bernaldo‐de‐Quirós, M., Labrador, F. J., Estupiñá, F. J., Labrador, M., & Fernández‐Arias, I. (2020) · The Spanish Journal of Psychology · doi:10.1017/sjp.2020.26 · Cited by 24 · see citing works
Personality and Psychological Factors of Problematic Internet Gamers Seeking Hospital Treatment
Seong, W., Hong, J. S., Kim, S., Kim, S. M., & Han, D. H. (2019) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2019.00583 · Cited by 24 · see citing works
Stevanović, D., Đorić, A., Balhara, Y. P. S., Ćirović, N., Arya, S., Ransing, R. S., Thi, T.-V., Huong, T., Tadić, I., Jović, J., et al. (2019) · Psihologija · doi:10.2298/psi190421015s · Cited by 24 · see citing works
Anjum, R., Nodi, N. H., Das, P. R., Roknuzzaman, A. S. M., Sarker, R., & Islam, M. R. (2024) · Health Science Reports · doi:10.1002/hsr2.70043 · Cited by 24 · see citing works
“27,32 33 – 36 While it varies across different regions and age groups, several studies have shed light on the growing issue of gaming addiction worldwide.”
BackgroundMun, I. B. (2022) · International Journal of Mental Health and Addiction · doi:10.1007/s11469-022-00890-2 · Cited by 24 · see citing works
“The prevalence of Internet gaming disorder among school-aged children is between 0.7 and 15.6% (Feng et al., 2017).”
InfluentialZhao, K. (2022) · AIMS Mathematics · doi:10.3934/math.20221137 · Cited by 23 · see citing works
Video Game Playing and Internet Gaming Disorder: A Profile of Young Adolescents
Labrador, M., Sánchez‐Iglesias, I., Bernaldo‐de‐Quirós, M., Estupiñá, F. J., Fernández‐Arias, I., Vallejo‐Achón, M., & Labrador, F. J. (2023) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph20247155 · Cited by 28 · see citing works
“A meta-analysis [13] estimates that the prevalence of IGD is between 0.7% and 15.6%.”
BackgroundInfluentialPerson-centred interventions for problem gaming: a stepped care approach
Park, J. J., Wilkinson-Meyers, L., King, D. L., & Rodda, S. N. (2021) · BMC Public Health · doi:10.1186/s12889-021-10749-1 · Cited by 23 · see citing works
“will access the healthcare system [24, 40].”
Subtyping treatment-seeking gaming disorder patients
Granero, R., Fernández-Aranda, F., Castro-Calvo, J., Billieux, J., Valero-Solís, S., Mora-Maltas, B., Rivas-Pérez, S., Valenciano-Mendoza, E., del Pino-Gutiérrez, A., Gómez-Peña, M., et al. (2021) · Addictive Behaviors · doi:10.1016/j.addbeh.2021.107086 · Cited by 23 · see citing works
“…a global incidence estimate in a broad range (between 0.2% and 25%, depending on the composition of the samples and the assessment tools used) (Darvesh et al., 2020; Feng et al., 2017), with higher rates in Central Eastern Europe and lower rates in Northern and Western Europe (Chia et al., 2020).”
BackgroundInfluentialThe association between problematic internet use and burnout: A three-level meta-analysis
Mao, P., Cai, Z., Chen, B., & Sun, X. (2024) · Journal of Affective Disorders · doi:10.1016/j.jad.2024.01.240 · Cited by 22 · see citing works
Paschke, K., Holtmann, M. H., Melchers, P., Klein, M., Schimansky, G., Krömer, T., Reis, O., Wartberg, L., & Thomasius, R. (2020) · Zeitschrift für Kinder- und Jugendpsychiatrie und Psychotherapie · doi:10.1024/1422-4917/a000735 · Cited by 22 · see citing works
Samek, D. R., Crumly, B., Akua, B. A., Dawson, M., & Duke, A. M. (2023) · Journal of Research on Adolescence · doi:10.1111/jora.12897 · Cited by 22 · see citing works
Richard, J., Temcheff, C. E., Fletcher, É., Lemieux, A., Derevensky, J. L., & Déry, M. (2021) · Computers in Human Behavior · doi:10.1016/j.chb.2021.107096 · Cited by 20 · see citing works
Su, W., Király, O., Demetrovics, Z., & Potenza, M. N. (2018) · JMIR Mental Health · doi:10.2196/10784 · Cited by 20 · see citing works
“A recent review suggested that the overall prevalence of POG ranged from 0.7% to 15.6% in studies of naturalistic populations, with an average percentage of 4.7% [5].”
InfluentialT’ng, S. T., & Kee, P. (2020) · Current Psychology · doi:10.1007/s12144-020-00668-6 · Cited by 20 · see citing works
“Internet gaming disorder (IGD) has recently emerged as a highly pervasive public health issue globally, with the overall prevalence ranging from 0.7% to 15.6% across naturalistic populations (Feng et al. 2017).”
BackgroundInfluentialCho, K., Kim, M., Cho, Y., Hur, J., Kim, D. H., Park, S., Park, S., Jang, M., Lee, C.-G., & Kwon, J. S. (2024) · JMIR Mental Health · doi:10.2196/50259 · Cited by 19 · see citing works
“Its prevalence estimates range between 0.7% and 15.6%, with South Korea reporting around 5.9% of affected adolescents [11].”
BackgroundInfluentialNeuropsychological Constructs in Gaming Disorders: a Systematic Review
Legault, M. C. B., Liu, H. Z., & Balodis, I. M. (2021) · Current Behavioral Neuroscience Reports · doi:10.1007/s40473-021-00230-z · Cited by 18 · see citing works
Villanueva‐Blasco, V. J., García-Guerra, M., & Boubeta, A. R. (2025) · Addictive Behaviors · doi:10.1016/j.addbeh.2025.108561 · Cited by 20 · see citing works
Broman, N., Prever, F., di Giacomo, E., Jiménez‐Múrcia, S., Szczegielniak, A. R., Hansson, H., & Håkansson, A. (2022) · Frontiers in Psychology · doi:10.3389/fpsyg.2021.707645 · Cited by 18 · see citing works
Lau, J. T. F., Dang, L., Cheung, R. Y.-H., Zhang, M. X., Chen, J. H., & Wu, A. M. S. (2020) · Journal of Behavioral Addictions · doi:10.1556/2006.2020.00043 · Cited by 17 · see citing works
Yoo, C., Kim, Y., & Sohn, J. H. (2021) · Sustainability · doi:10.3390/su13148106 · Cited by 16 · see citing works
“9% based on the previous studies [73], and 1.”
BackgroundProbing the Oscillatory Behavior of Internet Game Addiction via Diffusion PDE Model
Zhao, K. (2022) · Axioms · doi:10.3390/axioms11110649 · Cited by 16 · see citing works
Chang, R. S., Lee, M., Im, J. J., Choi, K., Kim, J., Chey, J., Shin, S.-H., & Ahn, W. (2023) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2023.1200230 · Cited by 23 · see citing works
Hraní digitálních her českými adolescenty
Suchá, J., Dolejš, M., Pipová, H., Maierová, E., & Cakirpaloglu, P. (2018) · doi:10.5507/ff.18.24454245 · Cited by 17 · see citing works
A descriptive survey of online gaming characteristics and gaming disorder in Ireland
Columb, D., Griffiths, M. D., & OʼGara, C. (2020) · Irish Journal of Psychological Medicine · doi:10.1017/ipm.2020.5 · Cited by 16 · see citing works
“The worldwide prevalence of gaming disorder is estimated at being up to 4.7% (Feng et al. 2017) and the present study looked at two different cut-off points using the same scale to meet criteria for gaming disorder.”
BackgroundMethodInfluentialProfile of Treatment-Seeking Gaming Disorder Patients: A Network Perspective
Granero, R., Fernández‐Aranda, F., Demetrovics, Z., Ayala-Rojas, R.-E., Gómez‐Peña, M., Moragas, L., & Jiménez‐Múrcia, S. (2021) · Journal of Gambling Studies · doi:10.1007/s10899-021-10079-2 · Cited by 15 · see citing works
Wang, S., Liu, J., Tian, L., Chen, L., Wang, J., Tang, Q., Zhang, F., & Zhou, Z. (2018) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2018.00099 · Cited by 15 · see citing works
“J Clin Psychiatry (1999) 60(12):839–44.”
Five-Factor Model Traits as Predictors of Pathological Gaming among Selected Filipino Gamers
Reyes, M. E. S., Davis, R. D., Lim, R. A. N. N., Lim, K. R. S., Paulino, R. F., Carandang, A. M. D., & Azarraga, M. G. S. (2019) · Psychological Studies · doi:10.1007/s12646-019-00498-y · Cited by 15 · see citing works
The Development of the Turkish Craving for Internet Gaming Scale (CIGS): A Validation Study
Savcı, M., & Griffiths, M. D. (2019) · International Journal of Mental Health and Addiction · doi:10.1007/s11469-019-00114-0 · Cited by 14 · see citing works
Biolcati, R., Passini, S., & Pupi, V. (2021) · Journal of Gambling Issues · doi:10.4309/jgi.2021.46.12 · Cited by 14 · see citing works
“%) obtained in studies on naturalistic populations (Feng et al., 2017).”
BackgroundYang, H. M., Tong, K. K., Li, Y., Tao, V. Y. K., Zhang, M. X., & Wu, A. M. S. (2021) · International Journal of Mental Health and Addiction · doi:10.1007/s11469-021-00532-z · Cited by 14 · see citing works
Núñez-Rodríguez, S., Burgos-González, D., Mínguez-Mínguez, L. A., Menéndez-Vega, F., Antoñanzas-Laborda, J. L., Gonzalez-Bernal, J. J., & González‐Santos, J. (2025) · European Journal of Investigation in Health Psychology and Education · doi:10.3390/ejihpe15040049 · Cited by 14 · see citing works
“The technological revolution and widespread access to online gaming have contributed to an increase in IGD cases, particularly among adolescents and young adults (Feng et al., 2017; Paulus et al., 2018).”
Shek, D. T. L. (2019) · Journal of Behavioral Addictions · doi:10.1556/2006.8.2019.13 · Cited by 13 · see citing works
“Feng, Ramo, Chan, and Bourgeois (2017) pointed out that research studies on Internet addiction outnumbered research studies on video game addiction.”
BackgroundBuettner, R., Blattner, M., & Reinhardt, W. (2020) · IEEE International Conference on Big Data Computing Service and Applications (BigDataService) · doi:10.1109/bigdataservice49289.2020.00037 · Cited by 12 · see citing works
“To propose the empirically correct IGD playing time cutoffs, we determine these cutoffs from the prevalence rates reported by WHO and the most complete prevalence meta-review [1].”
BackgroundMethodInfluentialChen, J. H., Su, X., Dang, L., & Wu, A. M. S. (2021) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2021.721397 · Cited by 12 · see citing works
“7%2 in the general population (5); a pooled 4.”
BackgroundSiste, K., Hanafi, E., Sen, L. T., Damayanti, R., Beatrice, E., & Ismail, R. I. (2022) · PLoS ONE · doi:10.1371/journal.pone.0269528 · Cited by 12 · see citing works
- Authors
- Feng, W., Ramo, D. E., Chan, S. R., & Bourgeois, J. A.
- Affiliations
- University of California, San Francisco (US)
- Corresponding author
- Feng, Wendy
- Venue
- Addictive Behaviors
- Publisher
- Elsevier BV
- Published
- 2017-12
- Volume
- 75
- Pages
- 17-24
- ISSN
- 0306-4603 (ISSN-L)
- PMC
- PMC5582011
- OpenAlex
- W2624846438
- Cited by
- 256
- References
- 80
- Citations by year
- 2026: 20 · 2025: 28 · 2024: 27 · 2023: 26 · 2022: 34 · 2021: 50 · 2020: 40 · 2019: 14 · 2018: 14 · 2017: 3
- FWCI
- 5.28
- Type
- journal article
- Language
- en
- Open access
- green
- europepmc.org
- Locations
- Addictive Behaviors (publishedVersion)
- PubMed (publishedVersion)
- Europe PMC (PubMed Central) (acceptedVersion)
- PubMed Central (acceptedVersion)
- Funders
- National Institute on Drug Abuse (K23DA032578)
- 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, prevalence trends, online games, internet addiction
- MeSH terms
- Humans, Prevalence, Behavior, Addictive, Video Games, Internet, Internationality
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