Cited by 1,314Impact of Technology on AdolescentsGambling Behavior and TreatmentsSexuality, Behavior, and Technology

The DOI matches its Crossref record; 70 of the 71 references it cites were found in a registry or an index.

Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study

Abstract

OBJECTIVES: We aimed to measure the prevalence and length of the problem of pathological video gaming or Internet use, to identify risk and protective factors, to determine whether pathological gaming is a primary or secondary problem, and to identify outcomes for individuals who become or stop being pathological gamers. METHODS: A 2-year, longitudinal, panel study was performed with a general elementary and secondary school population in Singapore, including 3034 children in grades 3 (N = 743), 4 (N = 711), 7 (N = 916), and 8 (N = 664). Several hypothesized risk and protective factors for developing or overcoming pathological gaming were measured, including weekly amount of game play, impulsivity, social competence, depression, social phobia, anxiety, and school performance. RESULTS: The prevalence of pathological gaming was similar to that in other countries (∼9%). Greater amounts of gaming, lower social competence, and greater impulsivity seemed to act as risk factors for becoming pathological gamers, whereas depression, anxiety, social phobias, and lower school performance seemed to act as outcomes of pathological gaming. CONCLUSION: This study adds important information to the discussion about whether video game “addiction” is similar to other addictive behaviors, demonstrating that it can last for years and is not solely a symptom of comorbid disorders.

Overview

Integrity signals

Registry

Crossref · 10.1542/peds.2010-1353

Cites

70 of 70 references verified0 citation errors · 0 not checkable

Statistics

Recomputing p-values needs the paper’s full text.

Verification

Claims the paper makes

This paper’s full text isn’t openly available, so its claims and self-check weren’t run. The registry and citation checks still apply.

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?

Citations

Cites

Show all 71 references

Research works printed but not linked: 2

  1. Feng, 2003, Behavior problem and family environment of children with video game dependence, Chin Ment Health J, 17, 367
  2. Peng, 2009, A survey of Chinese college students addicted to video games, China Educ Innov Herald, 28, 111

Cited by

Sorted by citations

Items 401–500 of 1,000

Metadata

Authors
Gentile, D. A., Choo, H., Liau, A., Sim, T., Li, D., Fung, D., & Khoo, A.
Affiliations
  • Iowa State University (US)
  • National University of Singapore (SG)
  • Nanyang Technological University (SG)
  • Hong Kong Polytechnic University (HK)
  • Institute of Mental Health (SG)
Venue
Pediatrics
Published
2011-02-01
Volume
127
Issue
2
Pages
e319-e329
ISSN
  • 0031-4005 (ISSN-L)
  • 1098-4275
OpenAlex
W2120950450
Cited by
1,314
References
71
Citations by year
2026: 57 · 2025: 98 · 2024: 83 · 2023: 100 · 2022: 93 · 2021: 123 · 2020: 92 · 2019: 108 · 2018: 96 · 2017: 101 · 2016: 78 · 2015: 83 · 2014: 81 · 2013: 56 · 2012: 48
FWCI
214.57
Type
journal article
Language
en
Open access
closed
Locations
  • PEDIATRICS (publishedVersion)
  • PubMed (publishedVersion)
  • National University of Singapore (submittedVersion)
  • PolyU Institutional Research Archive (Hong Kong Polytechnic University) (submittedVersion)
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, risk factors, protective factors, impulsivity, social competence, depression, anxiety, social anxiety disorder, academic performance, prevalence, comorbidities
MeSH terms
Adolescent, Age Factors, Child, Female, Humans, Longitudinal Studies, Male, Surveys and Questionnaires, Risk Factors, Time Factors, Behavior, Addictive, Video Games

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