Video gaming in a hyperconnected world: A cross-sectional study of heavy gaming, problematic gaming symptoms, and online socializing in adolescents
Open accessAbstract
Aims Examining online social interactions along with patterns of video gaming behaviors and game addiction symptoms has the potential to enrich our understanding of disorders related to excessive video game play.Methods We performed latent class analysis in a sample of 9733 adolescents based on heavy use of games, social networking and instant messaging, and game addiction symptoms. We used latent class regression to determine associations between classes, psychosocial well-being and friendship quality.Results We identified two types of heavy gaming classes that differed in probability of online social interaction. Classes with more online social interaction reported fewer problematic gaming symptoms than those with less online social interaction. Most adolescents estimated to be in heavy gaming classes had more depressive symptoms than normative classes. Male non-social gamers had more social anxiety. Female social gamers had less social anxiety and loneliness, but lower self-esteem. Friendship quality attenuated depression in some male social gamers, but strengthened associations with loneliness in some male non-social gamers.Conclusions In adolescents, symptoms of video game addiction depend not only on video game play but also on concurrent levels of online communication, and those who are very socially active online report fewer symptoms of game addiction.
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
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.
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
The citation lists haven’t been fetched yet
References 52 · Cited by 166
Research works printed but not linked: 1
- American Psychiatric Association Emerging Measures and Models Diagnostic and Statistical Manual of Mental Disorders, 5th Edition: DSM 5 5th American Psychiatric Publishing from http://dsm.psychiatryonline.org/doi/book/10.1176/appi.books.9780890425596 · DOI · Paper page
- Authors
- Colder Carras, M., Van Rooij, A. J., Van de Mheen, D., Musci, R., Xue, Q.-L., & Mendelson, T.
- Affiliations
- Johns Hopkins University (US)
- Venue
- Computers in Human Behavior
- Publisher
- Elsevier BV
- Published
- 2017-03
- Volume
- 68
- Pages
- 472-479
- ISSN
- 0747-5632 (ISSN-L)
- PMC
- PMC5330315
- OpenAlex
- W2558831679
- Cited by
- 166
- References
- 52
- Citations by year
- 2026: 7 · 2025: 17 · 2024: 20 · 2023: 27 · 2022: 23 · 2021: 23 · 2020: 21 · 2019: 12 · 2018: 13 · 2017: 3
- FWCI
- 26.69
- Type
- journal article
- Language
- en
- Open access
- bronze
- doi.org
- Locations
- Computers in Human Behavior (publishedVersion)
- Research portal (Tilburg University) (publishedVersion)
- PubMed (publishedVersion)
- EUR Research Repository (Erasmus University Rotterdam) (publishedVersion, other-oa)
- Europe PMC (PubMed Central) (acceptedVersion)
- PubMed Central (acceptedVersion)
- Ghent University Academic Bibliography (Ghent University) (submittedVersion, other-oa)
- Data Archiving and Networked Services (DANS) (submittedVersion)
- EUR Research Repository (Erasmus University Rotterdam) (submittedVersion, other-oa)
- RePub (Erasmus University Rotterdam) (submittedVersion, other-oa)
- Research Publications (Maastricht University) (submittedVersion, cc-by-nc-nd)
- Funders
- National Institute on Drug Abuse Training (T32DA007292)
- National Institute of Mental Health Training (5T32MH014592-39)
- Topics
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Clinical Psychology › Gambling Behavior and Treatments
- Keywords
- gaming addiction, online socializing, adolescents, online social networking, instant messaging, depression, social anxiety, loneliness, self-esteem, friendship quality, psychosocial well-being, gender differences
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