Problematic computer game use among adolescents, younger and older adults
Abstract
Aims: Playing digital games has been associated with forms of addictive behavior. Past research on the subject has often been criticized on theoretical and empirical grounds, due mainly to measurement or sampling issues. The present study aims to overcome these two limitations, and presents data from a representative study in G ermany using an already established instrument for measuring problematic game use. Design: Large‐scale, representative study using a computer‐assisted telephone survey. Setting: G ermany. Participants: A total of 580 adolescents between 14 and 18 years of age, 1866 younger adults between 19–39 years and 1936 older adults aged 40 years and older (overall n = 4382). Measurements: Problematic game use was measured with the G aming A ddiction S hort S cale (GAS), which covers seven criteria including salience, withdrawal and conflicts. Additionally, differential aspects of personality, as well as gaming behaviour, were measured. Findings: Only seven respondents [0.2%, 95% confidence interval (CI): 0.1, 0.3] met all criteria of the GAS Scale. In contrast, 3.7% (95% CI: 3.1, 4.3) of the respondents can be considered problematic users, meeting at least half these conditions. The percentage of problematic gamers among adolescents is above average (7.6%, 95% CI: 5.6, 10.1). High GAS scores are associated with aggression, low sociability and self‐efficacy and lower satisfaction with life. Additionally, these scores correspond with intensive use and preferences for certain gaming genres across all age groups. Conclusions: Following G aming A ddiction S hort S cale criteria, gaming addiction is currently not a widespread phenomenon among adolescents and adults in G ermany. G aming A ddiction S hort S cale scores are associated with intensive use, as well as certain problematic aspects of individuals' personalities and social lives.
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Living alone is a known risk factor for increased screen use.
“Living alone is another known risk factor for increased screen use [20,21]”
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- Authors
- Festl, R., Scharkow, M., & Quandt, T.
- Affiliations
- University of Hohenheim (DE)
- University of Münster (DE)
- Corresponding author
- Festl, Ruth
- Venue
- Addiction
- Publisher
- Wiley
- Published
- 2012-11-19
- Volume
- 108
- Issue
- 3
- Pages
- 592-599
- ISSN
- 0965-2140 (ISSN-L)
- 1360-0443
- OpenAlex
- W1519933583
- Cited by
- 420
- References
- 33
- Citations by year
- 2026: 13 · 2025: 20 · 2024: 19 · 2023: 42 · 2022: 31 · 2021: 47 · 2020: 40 · 2019: 35 · 2018: 33 · 2017: 40 · 2016: 33 · 2015: 29 · 2014: 28 · 2013: 10
- FWCI
- 11.48
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Addiction (publishedVersion)
- PubMed (publishedVersion)
- Funders
- European Commission
- Topics
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Social Sciences › Psychology › Clinical Psychology › Gambling Behavior and Treatments
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Keywords
- gaming addiction, video games, adolescents, young adults, older adults, aggression, self-efficacy, life satisfaction, sociability, gaming intensity
- MeSH terms
- Adolescent, Adult, Aged, Aged, 80 and over, Aggression, Female, Germany, Humans, Male, Middle Aged, Personal Satisfaction, Personality Disorders, Prevalence, Behavior, Addictive, Age Distribution, Video Games, Self Efficacy, Young Adult
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