Skip to main content

Risks, Consequences of Video Game Addiction Identified in New Study



Parents may have good reason to be concerned about how much time their kids have been spending playing their new video games since the holidays. A new study by an international research team -- including an Iowa State University psychologist -- found further evidence that video game "addiction" exists globally and that greater amounts of gaming, lower social competence and greater impulsivity were risk factors for becoming pathological gamers.The two-year longitudinal study of 3,034 third through eighth grade students in Singapore found approximately nine percent of gamers to be pathological players according to standards similar to those established by the American Psychiatric Association for diagnosing gambling addiction. And some serious problems -- including depression, anxiety, social phobias and lower school performance -- seemed to be outcomes of their pathological play.

Douglas Gentile, an Iowa State associate professor of psychology, and five researchers from Singapore and Hong Kong collaborated on the study, which will be published in the February 2011 issue of Pediatrics -- the journal of the American Academy of Pediatrics. The study was jointly funded by Singapore's Ministry of Education and media Development Authority in a grant given to professors from the National Institute of Education.One in 10 gaming youths addicted

The researchers report that the percentage of pathological youth gamers in Singapore is similar to other recent video game addiction studies in other countries, including the United States (8.5 percent), China (10.3 percent), Australia (8.0 percent), Germany (11.9 percent) and Taiwan (7.5 percent).

"We're starting to see a number of studies from different cultures -- in Europe, the U.S. and Asia -- and they're all showing that somewhere around 7 to 11 percent of gamers seem to be having real problems to the point that they're considered pathological gamers," said Gentile, who published the first national American study on pathological video game addiction in youths in the May 2009 issue of the journal Psychological Science. "And we define that as damage to actual functioning -- their school, social, family, occupational, psychological functioning, etc. To be considered pathological, gamers must be damaging multiple areas of their lives."

"This study is important because we didn't know until this research whether some types of children are at greater risk, how long the problem lasts, or whether pathological gaming was a separate problem or simply a symptom of some other problem -- such as depression," said Angeline Khoo, associate professor of psychological studies at the National Institute of Education in Singapore and principal investigator of the overall project.

The researchers gathered data from students attending 12 Singapore schools, including five boys' schools. The subjects were surveyed annually on their video game play and behavior between 2007 and 2009. Surveys were conducted in classrooms by teachers who had been trained by the research team. The study had a 99 percent response rate.

Using the American Psychiatric Association's "Diagnostic and Statistical Manual of Mental Disorders" as a guide to define the addictive condition, the researchers found between 7.6 and 9.9 percent of the student sample could be defined as pathological gamers over the two-year period. Eighty-four percent of those subjects who were first classified as pathological gamers were found to still be classified that way two years later. Yet in that same two-year window, only one percent of the sample became new pathological gamers

Comments

Popular posts from this blog

Evolution Of Computer Virus [infographic]

4 Free Apps For Discovering Great Content On the Go

1. StumbleUpon The granddaddy of discovering random cool stuff online, StumbleUpon will celebrate its 10th anniversary later this year — but its mobile app is less than a year old. On the web, its eight million users have spent the last decade recommending (or disliking) millions of webpages with a thumbs up / thumbs down system on a specially installed browser bar. The StumbleUpon engine then passes on recommendations from users whose interests seem similar to yours. Hit the Stumble button and you’ll get a random page that the engine thinks you’ll like. The more you like or dislike its recommendations, the more these random pages will surprise and delight. Device : iPhone , iPad , Android 2. iReddit Reddit is a self-described social news website where users vote for their favorite stories, pictures or posts from other users, then argue vehemently over their meaning in the comments section. In recent years, it has gained readers as its competitor Digg has lost them.

‘Wireless’ humans could backbone new mobile networks

People could form the backbone of powerful new mobile internet networks by carrying wearable sensors. The sensors could create new ultra high bandwidth mobile internet infrastructures and reduce the density of mobile phone base stations.Engineers from Queen’s Institute of Electronics, Communications and Information Technology are working on a new project based on the rapidly developing science of body-centric communications.Social benefits could include vast improvements in mobile gaming and remote healthcare, along with new precision monitoring of athletes and real-time tactical training in team sports, an institute release said.The researchers are investigating how small sensors carried by members of the public, in items such as next generation smartphones, could communicate with each other to create potentially vast body-to-body networks.The new sensors would interact to transmit data, providing ‘anytime, anywhere’ mobile network connectivity.Simon Cotton from the i