Cited by 120Impact of Technology on AdolescentsGambling Behavior and TreatmentsSexuality, Behavior, and Technology

Longitudinal patterns of problematic computer game use among adolescents and adults—a 2‐year panel study

Scharkow, Michael, Festl, Ruth, Quandt, Thorsten·2014·Addiction

Abstract

Aims: To investigate the longitudinal patterns (stability and change) of problematic computer game use and its interdependencies with psychosocial wellbeing in different age groups. Design: Three‐wave, annual panel study using computer‐assisted telephone surveys. Setting: G ermany. Participants: A total of 112 adolescents aged between 14 and 18 years, 363 younger adults between 19–39 years and 427 adults aged 40 years and older (overall n = 902). 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 conflict. Additionally, gaming behaviour and psychosocial wellbeing (social capital and support, life satisfaction and success) were measured in all three panel waves. Findings: The generally low GAS scores were very stable in yearly intervals [average autocorrelation across waves and age groups: r = 0.74, confidence interval (CI) = 0.71, 0.77]. Only nine respondents (1%, CI = 0.5, 1.9) consistently exhibited symptoms of problematic game use across all waves, while no respondent could be classified consistently as being addicted according to the GAS criteria. Changes in problematic gaming were not related consistently to changes in psychosocial wellbeing, although some cross‐lagged effects were statistically significant in younger and older adult groups. Conclusions: Within a 2‐year time‐frame, problematic use of computer games appears to be a less stable behaviour than reported previously and not related systematically to negative changes in the gamers' lives.

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Crossref · 10.1111/add.12662

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Authors
Scharkow, M., Festl, R., & Quandt, T.
Affiliations
  • University of Hohenheim (DE)
  • University of Münster (DE)
Corresponding author
Scharkow, Michael
Venue
Addiction
Publisher
Wiley
Published
2014-07-15
Volume
109
Issue
11
Pages
1910-1917
ISSN
  • 0965-2140 (ISSN-L)
  • 1360-0443
OpenAlex
W1918752883
Cited by
120
References
24
Citations by year
2026: 4 · 2025: 6 · 2024: 6 · 2023: 13 · 2022: 6 · 2021: 14 · 2020: 12 · 2019: 9 · 2018: 15 · 2017: 22 · 2016: 7 · 2015: 4 · 2014: 2
FWCI
38.02
Type
journal article
Language
en
Open access
closed
Locations
  • Addiction (publishedVersion)
  • PubMed (publishedVersion)
Funders
European Research Council (240864)
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
gaming addiction, adolescents, young adults, older adults, longitudinal stability, psychosocial well-being, social capital, life satisfaction, cross-lagged effects
MeSH terms
Adolescent, Adult, Female, Germany, Humans, Longitudinal Studies, Male, Surveys and Questionnaires, Behavior, Addictive, Video Games, Young Adult

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