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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.
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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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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
- Publisher
- American Academy of Pediatrics (AAP)
- 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
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