Prevalence of problematic Internet use and problematic gaming in Spanish adolescents

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Ressource 1Download: Nogueira-Lopez_PR_2023.pdf (1605.05 [Ko])
State: Public
Version: Final published version
License: CC BY 4.0
Serval ID
serval:BIB_FA0F2E72B1A5
Type
Article: article from journal or magazin.
Collection
Publications
Institution
Title
Prevalence of problematic Internet use and problematic gaming in Spanish adolescents
Journal
Psychiatry Research
Author(s)
Nogueira-López Abel, Rial-Boubeta Antonio, Guadix-García Ignacio, Villanueva-Blasco Víctor J., Billieux Joël
ISSN
0165-1781
ISSN-L
0165-1781
Publication state
Published
Issued date
08/2023
Peer-reviewed
Oui
Volume
326
Pages
115317
Language
english
Notes
Publication types: Journal Article ; Research Support, Non-U.S. Gov't
Publication Status: ppublish
Abstract
Epidemiological studies on problematic Internet use and problematic gaming conducted so far have mainly been carried out with unrepresentative and self-selected convenience samples, resulting in unreliable prevalence rates. This study estimates the prevalence of problematic Internet use and problematic gaming in a large sample of Spanish adolescents (N = 41,507) and identifies risk and protective factors for these risky behaviours. Data were collected online using the Adolescent Problem Internet Use Scale and the Adolescent Gaming Addiction Scale. Using a cut-off approach with measurement instruments inspired by the DSM-5 framework, we found a prevalence of 33% for problematic Internet use and 3.1% for problematic gaming. With a more conservative approach inspired by the ICD-11 framework, prevalence rates decreased to 2.98% for problematic Internet use and 1.8% for problematic gaming. Female gender, higher parents' education, elevated Internet connection time, reporting being online after midnight and using the mobile phone in class predicted problematic Internet use; whereas male gender, "living situation" where families do not have a traditional structure or stable environment, elevated Internet connection time and reporting using the mobile phone in class predicted problematic gaming. A cut-off approach involving scales that recycle substance use criteria (as in the DSM-5) over-pathologize Internet use and gaming behaviours. In contrast, the ICD-11 approach seems to provide more realistic and reliable prevalence rates.
Keywords
Addictive behaviors, DSM-5, Gaming disorder, ICD-11, Internet addiction, Over-pathologisation, Prevalence, Problematic gaming, Problematic internet use, Biological Psychiatry, Psychiatry and Mental health
Pubmed
Web of science
Open Access
Yes
Create date
22/06/2023 15:39
Last modification date
15/08/2023 6:59
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