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Family factors in adolescent problematic Internet gaming: A systematic review
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Background and aims Familial influences are known to affect the likelihood of an adolescent becoming a problem gamer. This systematic review examined some of the key findings in empirical research on family factors related to adolescent problem gaming. Methods A total of 14 studies in the past decade were evaluated. Family-related variables included: (a) parent status (e.g., socioeconomic status and mental health), (b) parent-child relationship (e.g., warmth, conflict, and abuse), (c) parental influence on gaming (e.g., supervision of gaming, modeling, and attitudes toward gaming), and (d) family environment (e.g., household composition). Results The majority of studies have focused on parent-child relationships, reporting that poorer quality relationships are associated with increased severity of problem gaming. The paternal relationship may be protective against problem gaming; therefore, prevention programs should leverage the support of cooperative fathers. Discussion The intergenerational effects of problem gaming require further attention, in light of adult gamers raising their children in a gaming-centric environment. Research has been limited by a reliance on adolescent self-report to understand family dynamics, without gathering corroborating information from parents and other family members. The very high rates of problem gaming (>10%) reported in general population samples raise concerns about the validity of current screening tools. Conclusions Interventions for adolescents may be more effective in some cases if they can address familial influences on problem gaming with the active co-participation of parents, rather than enrolling vulnerable adolescents in individual-based training or temporarily isolating adolescents from the family system.
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“negative early childhood experiences have been reported as vulnerability factors for gambling disorder (Roberts et al., 2017) and gaming disorder (Schneider et al., 2017)”
From The Interaction of Person-Affect-Cognition-Execution (I-PACE) model for addictive behaviors: Update, generalization to addictive behaviors beyond internet-use disorders, and specification of the process character of addictive behaviors (2019) · cites this paper as Schneider et al., 2017
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Mlouki, I., Naimi, A., Sioud, I., Bouanène, I., & Mhamdi, S. E. (2023) · Child Abuse & Neglect · doi:10.1016/j.chiabu.2023.106028 · Cited by 20
Metadata
- Authors
- Schneider, L. A., King, D. L., & Delfabbro, P. H.
- Affiliations
- The University of Adelaide (AU)
- Corresponding author
- King, Daniel L.
- Venue
- Journal of Behavioral Addictions
- Publisher
- Akademiai Kiado Zrt.
- Published
- 2017-06-28
- Volume
- 6
- Issue
- 3
- Pages
- 321-333
- ISSN
- 2062-5871 (ISSN-L)
- 2063-5303
- PMC
- PMC5700711
- OpenAlex
- W2741062752
- Cited by
- 382
- References
- 50
- Citations by year
- 2026: 58 · 2025: 57 · 2024: 55 · 2023: 53 · 2022: 51 · 2021: 45 · 2020: 36 · 2019: 15 · 2018: 12
- FWCI
- 5.31
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- Locations
- Journal of Behavioral Addictions (publishedVersion, cc-by-nc)
- PubMed Central (publishedVersion, cc-by-nc)
- PubMed (publishedVersion)
- Repository of the Academy's Library (Library of the Hungarian Academy of Sciences) (acceptedVersion)
- Adelaide Research & Scholarship (AR&S) (University of Adelaide) (submittedVersion)
- Topics
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Social Sciences › Psychology › Clinical Psychology › Gambling Behavior and Treatments
- Social Sciences › Education › Child Development and Digital Technology
- Keywords
- adolescent gaming, family factors, parent-child relationship, parental influence, parental supervision, parental role modeling, father-child relationship, family environment, household composition, socioeconomic status, parental mental health, intergenerational effects, prevention programs, screening tool
- MeSH terms
- Adolescent, Family, Humans, Parent-Child Relations, Social Environment, Behavior, Addictive, Video Games
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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.
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