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A longitudinal study on psychosocial causes and consequences of Internet gaming disorder in adolescence
Abstract
Background: In 2013, Internet gaming disorder (IGD) was incorporated in the current version of the DSM-5. IGD refers to a problematic use of video games. Longitudinal studies on the etiology of IGD are lacking. Furthermore, it is currently unclear to which extent associated psychopathological problems are causes or consequences of IGD. In the present survey, longitudinal associations between IGD and adolescent and parental mental health were investigated for the first time, as well as the temporal stability of IGD. Methods: In a cross-lagged panel design study, family dyads (adolescent with a parent each) were examined in 2016 (t1) and again 1 year later (2017, t2). Overall, 1095 family dyads were assessed at t1 and 985 dyads were re-assessed at t2 with standardized measures of IGD and several aspects of adolescent and parental mental health. Data were analyzed with structural equation modeling (SEM). Results: Male gender, a higher level of hyperactivity/inattention, self-esteem problems and IGD at t1 were predictors of IGD at t2. IGD at t1 was a predictor for adolescent emotional distress at t2. Overall, 357 out of the 985 adolescents received a diagnosis of IGD at t1 or t2: 142 (14.4%) at t1 and t2, 100 (10.2%) only at t1, and 115 (11.7%) only at t2. Conclusions: Hyperactivity/inattention and self-esteem problems seem to be important for the development of IGD. We found first empirical evidence that IGD could prospectively contribute to a deterioration of adolescent mental health. Only a subgroup of affected adolescents showed IGD consistently over 1 year.
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“Longitudinal studies have indicated that sustained problematic gaming behaviours are associated with psychopathological symptoms over time (e.g., anxiety and depressive symptoms) and predict decrements in functional outcomes (e.g., school performance) 144-146 .”
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Global prevalence of gaming disorder: A systematic review and meta-analysis
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“Some studies have reported figures between 1% and 2% (Haagsma et al., 2012; Müller et al., 2015; Rehbein et al., 2015), whereas other estimates have been as high as 14% (Wang et al., 2015; Wartberg et al., 2019) and even in excess of 20% (Vadlin et al., 2018).”
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Self-citation
Metadata
- Authors
- Wartberg, L., Kriston, L., Zieglmeier, M., Lincoln, T., & Kammerl, R.
- Affiliations
- University Medical Center Hamburg-Eppendorf (DE)
- Friedrich-Alexander-Universität Erlangen-Nürnberg (DE)
- Universität Hamburg (DE)
- Corresponding author
- Wartberg, Lutz
- Venue
- Psychological Medicine
- Publisher
- Cambridge University Press (CUP)
- Published
- 2018-04-06
- Volume
- 49
- Issue
- 2
- Pages
- 287-294
- ISSN
- 0033-2917 (ISSN-L)
- 1469-8978
- OpenAlex
- W2795455895
- Cited by
- 270
- References
- 28
- Citations by year
- 2026: 23 · 2025: 49 · 2024: 40 · 2023: 39 · 2022: 34 · 2021: 39 · 2020: 32 · 2019: 12 · 2018: 2
- FWCI
- 48.35
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Psychological Medicine (publishedVersion)
- PubMed (publishedVersion)
- Funders
- Deutsche Forschungsgemeinschaft
- 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, adolescents, psychosocial etiology, hyperactivity/inattention, self-esteem problems, emotional distress, parental mental health, family dyads, temporal stability, DSM-5
- MeSH terms
- Psychological Distress, Adolescent, Adolescent Behavior, Adult, Attention Deficit Disorder with Hyperactivity, Child, Female, Humans, Longitudinal Studies, Male, Self Concept, Behavior, Addictive, Video Games, Internet
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