Reframing video gaming and internet use addiction: empirical cross-national comparison of heavy use over time and addiction scales among young users.
Background and aims Evidence-based and reliable measures of addictive disorders are needed in general population-based assessments. One study suggested that heavy use over time (UOT) should be used instead of self-reported addiction scales (AS). This study compared UOT and AS regarding video gaming...
| Publicado en: | Addiction Vol. 111; no. 3; pp. 513 - 523 |
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| Autores principales: | , , , , , , , |
| Formato: | research tables/charts Journal Article |
| Publicado: |
Wiley-Blackwell
Mar2016
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=112860316&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 112860316 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 09652140 AIO jtl: Addiction issn: 09652140 maglogo: Y pubinfo: dt: Mar2016 vid: 111 iid: 3 pid: 480 pub: Wiley-Blackwell place: Malden, Massachusetts artinfo: ui: 112860316 112860316 112860316 10.1111/add.13192 112860316 ppf: 513 ppct: 10 formats: fmt: @attributes: type: P tig: atl: Reframing video gaming and internet use addiction: empirical cross-national comparison of heavy use over time and addiction scales among young users. aug: au: Baggio, Stéphanie Dupuis, Marc Studer, Joseph Spilka, Stanislas Daeppen, Jean‐Bernard Simon, Olivier Berchtold, André Gmel, Gerhard affil: Institute for Social Sciences, University of Lausanne, Lausanne Switzerland sug: subj: Internet Addiction Video Games Conceptual Framework Comorbidity Internet Utilization Human Male Adolescence Adult Questionnaires Scales Empirical Research Secondary Analysis Descriptive Statistics Adolescent: 13-18 years Adult: 19-44 years Male ab: Background and aims Evidence-based and reliable measures of addictive disorders are needed in general population-based assessments. One study suggested that heavy use over time (UOT) should be used instead of self-reported addiction scales (AS). This study compared UOT and AS regarding video gaming and internet use empirically, using associations with comorbid factors. Design Cross-sectional data from the 2011 French Survey on Health and Consumption on Call-up and Preparation for Defence-Day (ESCAPAD), cross-sectional data from the 2012 Swiss <email>ado@internet.ch</email> study and two waves of longitudinal data (2010-13) of the Swiss Longitudinal Cohort Study on Substance Use Risk Factors (C-SURF). Setting Three representative samples from the general population of French and Swiss adolescents and young Swiss men, aged approximately 17, 14 and 20 years, respectively. Participants ESCAPAD: n =22 945 (47.4% men); <email>ado@internet.ch</email>: n =3049 (50% men); C-SURF: n =4813 (baseline + follow-up, 100% men). Measurements We assessed video gaming/internet UOT ESCAPAD and <email>ado@internet.ch</email>: number of hours spent online per week, C-SURF: latent score of time spent gaming/using internet] and AS (ESCAPAD: Problematic Internet Use Questionnaire, <email>ado@internet.ch</email>: Internet Addiction Test, C-SURF: Gaming AS). Comorbidities were assessed with health outcomes (ESCAPAD: physical health evaluation with a single item, suicidal thoughts, and appointment with a psychiatrist; <email>ado@internet.ch</email>: WHO-5 and somatic health problems; C-SURF: Short Form 12 (SF-12 Health Survey) and Major Depression Inventory (MDI). Findings UOT and AS were correlated moderately (ESCAPAD: r = 0.40, <email>ado@internet.ch</email>: r = 0.53 and C-SURF: r = 0.51). Associations of AS with comorbidity factors were higher than those of UOT in cross-sectional (AS: .005 ≤ |b| ≤ 2.500, UOT: 0.001 ≤ |b| ≤ 1.000) and longitudinal analyses (AS: 0.093 ≤ |b| ≤ 1.079, UOT: 0.020 ≤ |b| ≤ 0.329). The results were similar across gender in ESCAPAD and <email>ado@internet.ch</email> (men: AS: 0.006 ≤ |b| ≤ 0.211, UOT: 0.001 ≤ |b| ≤ 0.061; women: AS: 0.004 ≤ |b| ≤ 0.155, UOT: 0.001 ≤ |b| ≤ 0.094). Conclusions The measurement of heavy use over time captures part of addictive video gaming/internet use without overlapping to a large extent with the results of measuring by self-reported addiction scales (AS). Measuring addictive video gaming/internet use via self-reported addiction scales relates more strongly to comorbidity factors than heavy use over time. pubtype: Academic Journal doctype: research tables/charts Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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