The DOI matches its Crossref record; 78 of the 80 references it cites were found in a registry or an index.
Internet gaming disorder: Trends in prevalence 1998–2016
Open accessOverview
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
The source backs part of the claim, not all of it — or backs it for a different population, condition or comparison.
In the citing paper
“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 ICD‐11: complex PTSD, prolonged grief disorder, gaming disorder, and compulsive sexual behaviour disorder (2022) · cites this paper as [186]
Experimental — accuracy not yet measured
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Citations
Cites
Diagnostic and Statistical Manual of Mental Disorders(DSM)
Leong, F. T. L. (2008) · Sage eBooks · doi:10.4135/9781412963978.n182 · Cited by 10,861
Internet Addiction: The Emergence of a New Clinical Disorder
YOUNG, K. S. (1998) · CyberPsychology & Behavior · doi:10.1089/cpb.1998.1.237 · Cited by 5,513
Andreassen, C. S., Billieux, J., Griffiths, M. D., Kuss, D. J., Demetrovics, Z., Mazzoni, E., & Pallesen, S. (2016) · Psychology of Addictive Behaviors · doi:10.1037/adb0000160 · Cited by 2,095 · cited 1×
“Other studies find that prevalence varies with age (36,50,51), quality of educational setting (10) and region (43,52,53).”
BackgroundNeurobiologic advances from the brain disease model of addiction
Volkow, N. D., Koob, G. F., & McLellan, A. T. (2016) · New England Journal of Medicine · doi:10.1056/nejmra1511480 · Cited by 2,008
Issues for DSM-V: Internet Addiction
Block, J. J. (2008) · American Journal of Psychiatry · doi:10.1176/appi.ajp.2007.07101556 · Cited by 1,385 · cited 1×
“Other studies find that prevalence varies with age (36,50,51), quality of educational setting (10) and region (43,52,53).”
BackgroundInternet addiction: a systematic review of epidemiological research for the last decade
Kuss, D., Griffiths, M., Karila, L., & Billieux, J. (2014) · Current Pharmaceutical Design · doi:10.2174/13816128113199990617 · Cited by 1,374
Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study
Gentile, D. A., Choo, H., Liau, A., Sim, T., Li, D., Fung, D., & Khoo, A. (2011) · Pediatrics · doi:10.1542/peds.2010-1353 · Cited by 1,314 · cited 3×
“4) Longitudinal studies, which can help clarify which criteria are enduring and thus more clinically applicable (11,21,38).”
BackgroundInternet Gaming Addiction: A Systematic Review of Empirical Research
Kuss, D. J., & Griffiths, M. D. (2012) · International Journal of Mental Health and Addiction · doi:10.1007/s11469-011-9318-5 · Cited by 1,113 · cited 1×
“Internet Gaming Disorder: Trends in Prevalence 1998–2016 Wendy Feng, MD*, Danielle Ramo, PhD, Steven Chan, MD, MBA, and James Bourgeois, OD, MD Department of Psychiatry, Langley Porter Psychiatric Institute, Weill Institute for Neurosciences, University of California, San Francisco Introduction Internet gaming disorde…”
BackgroundPathological Video-Game Use Among Youth Ages 8 to 18
Gentile, D. A. (2009) · Psychological Science · doi:10.1111/j.1467-9280.2009.02340.x · Cited by 1,107 · cited 2×
“Other studies find that prevalence varies with age (36,50,51), quality of educational setting (10) and region (43,52,53).”
BackgroundMethodDistinguishing addiction and high engagement in the context of online game playing
Charlton, J. P., & Danforth, I. D. W. (2007) · Computers in Human Behavior · doi:10.1016/j.chb.2005.07.002 · Cited by 946 · cited 1×
“As research in the area of “internet addiction” proceeds, it may be prudent to collect subjects’ self-report of which online activities are causing the most negative consequences due to excess use (57,58).”
Background
Research works printed but not linked: 2
- Kardefelt-Winther, 2016, Conceptualizing Internet use disorders: Addiction or coping process?, Psychiatry and Clinical Neurosciences
- Park, 2016, Neurobiological findings related to Internet use disorders, Psychiatry and Clinical Neurosciences
Cited by
Sorted by citations
Global prevalence of gaming disorder: A systematic review and meta-analysis
Stevens, M. W., Dorstyn, D., Delfabbro, P. H., & King, D. L. (2021) · Australian & New Zealand Journal of Psychiatry · doi:10.1177/0004867420962851 · Cited by 863
“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
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
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
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 263
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 213
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 196
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
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
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 187
Kato, T. A., Shinfuku, N., & Tateno, M. (2020) · Current Opinion in Psychiatry · doi:10.1097/yco.0000000000000601 · Cited by 173
“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 153
“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 126
Beranuy, M., Machimbarrena, J. M., Osés, M. A. V., Carbonell, X., Griffiths, M. D., Pontes, H. M., & González‐Cabrera, J. M. (2020) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph17051562 · Cited by 113
“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 106
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
Su, B., Yu, C., Zhang, W., Su, Q., Zhu, J., & Jiang, Y. (2018) · Frontiers in Psychology · doi:10.3389/fpsyg.2018.00095 · Cited by 103
“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
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
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
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
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
“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 77
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
King, D. L., Billieux, J., Carragher, N., & Delfabbro, P. H. (2020) · Journal of Behavioral Addictions · doi:10.1556/2006.2020.00001 · Cited by 69
Stevens, C., Zhang, E., Cherkerzian, S., Chen, J. A., & Liu, C. H. (2020) · Depression and Anxiety · doi:10.1002/da.23094 · Cited by 69
“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
“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
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
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
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 63
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
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
“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
“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
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 56
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
“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
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
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
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 44
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 51
“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
(2021) · Journal of Behavioral Addictions · doi:10.1556/2006.2021.00074 · Cited by 38
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 48
“…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
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
“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
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
“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 36
“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
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 52
“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
“, 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 33
Bonnaire, C., Serehen, Z., & Phan, O. (2019) · Journal of Behavioral Addictions · doi:10.1556/2006.8.2019.54 · Cited by 30
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
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
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
“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
“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
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
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
“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
“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 27
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
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 26
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 23
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
“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 26
“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
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
“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
“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
“…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
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 23
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 25
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
Su, W., Király, O., Demetrovics, Z., & Potenza, M. N. (2018) · JMIR Mental Health · doi:10.2196/10784 · Cited by 20
“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
“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
“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
Villanueva‐Blasco, V. J., García-Guerra, M., & Boubeta, A. R. (2025) · Addictive Behaviors · doi:10.1016/j.addbeh.2025.108561 · Cited by 22
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
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
Yoo, C., Kim, Y., & Sohn, J. H. (2021) · Sustainability · doi:10.3390/su13148106 · Cited by 17
“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
Chang, R., Lee, M.-J., Im, J. J., Choi, K.-H., Kim, J., Chey, J., Shin, S.-H., & Ahn, W. (2023) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2023.1200230 · Cited by 18
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
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
“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
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
“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
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 15
Biolcati, R., Passini, S., & Pupi, V. (2021) · Journal of Gambling Issues · doi:10.4309/jgi.2021.46.12 · Cited by 14
“%) 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
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
“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
“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
“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 11
“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
Metadata
- 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
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review