1 s2.0 S2352853220301395 Main
1 s2.0 S2352853220301395 Main
1 s2.0 S2352853220301395 Main
A R T I C L E I N F O A B S T R A C T
Keywords: Introduction: Gaming disorder was included in the 11th revision of the International Classification of Diseases
Gaming (ICD 11) and the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) included Internet Gaming
Gaming addiction Disorder as a tentative diagnosis. Most scholars agree upon the potential risk for pathological use of video games.
GAS
The primary aim of this study was to investigate the prevalence of engaged gamers, problem gamers and addicted
Risk factors
gamers. The secondary aim was to describe these groups in terms of gender, age, social satisfaction, psycho
logical wellbeing and hours spent chatting on internet/social media.
Methods: We used survey-based data for this population-based research. The data was collected online in two
different settings in 2017. In total 2075 participants were included.
Results: 4.5 percent met the criteria for highly engaged gaming, 5.3 percent were shown to be problem gamers
and 1.2 percent met the cut off for game addiction. Young age, hours chatting on internet/social media, expe
riencing loneliness and considering seeking treatment for psychological distress were associated with both
engaged, problematic and addictive gaming. Male gender was associated to problematic and addictive gaming.
Hours spent chatting showed a greater correlation to problem/addictive gaming than to engaged gaming.
Conclusion: The results of this study indicate that both highly engaged gamers, problem gamers and addicted
gamers all experience loneliness and psychological distress to a greater extent than the remaining study par
ticipants. This adds to the knowledge of prevalence and features of gaming disorder. Additionally, preferably
longitudinal research is needed in order to understand causality.
Abbreviations: ICD 11, International Classification of Diseases; DSM-5, Diagnostic and Statistical Manual of Mental Disorders (DSM–5); ESA, Entertainment
Software Association; RSP, Remaining Study Participants.
* Corresponding author at: IKVL BUP Barav 1, 22185 Lund Sweden.
E-mail addresses: [email protected] (F. André), [email protected] (N. Broman), [email protected] (A. Håkansson), emma.claesdotter-
[email protected] (E. Claesdotter-Knutsson).
https://doi.org/10.1016/j.abrep.2020.100324
Received 16 September 2020; Received in revised form 29 November 2020; Accepted 2 December 2020
Available online 5 December 2020
2352-8532/© 2020 The Authors. Published by Elsevier Ltd. This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/).
F. André et al. Addictive Behaviors Reports 12 (2020) 100324
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F. André et al. Addictive Behaviors Reports 12 (2020) 100324
Table 3
Prevalence of gaming categories within subgroups.
Highly engaged gamers Problem gamers Addicted gamers RSP-group
Overall frequency 4.5 (94) 5.3 (109) 1.2 (25) 89.0 (1847)
Male gender
Yes 3.9 (40) 0.211 6.4 (66) 0.021 1.6 (16) 0.140 88.2 (908)
No 5.2 (54) 4.1 (43) 0.9 (9) 89.9 (939)
Ever considered seeking treatment
Yes 8.0 (59) <0.001 7.6 (56) <0.001 1.6 (12) 0.110 82.7 (607)
No 2.6 (35) 4.0 (53) 1.0 (13) 92.5 (1240)
Enough friends
Yes 3.8 (63) 0.001 4.5 (75) 0.001 1.1 (19) 0.437 90.6 (1551)
No 7.7 (31) 8.4 (34) 1.5 (6) 82.4 (332)
Age
15–18** 5.8 (6) 0.026 14.6 (15) <0.001 2.9 (3) 0.053 76.7 (79)
19–24** 8.2 (24) <0.001 10.6 (31) <0.001 1.4 (4) 0.505 79.9 (234)
**
25–29 11.6 (25) <0.001 6.9 (15) 0.003 0.9 (2) 0.975 80.5 (174)
***
30- 2.7 (39) <0.001 3.2 (48) <0.001 1.1 (16) 0.278 93.0 (1360)
Hours chatting on internet/social media
<1–4 4.1 (81) <0.001 4.5 (88) <0.001 0.6 (12) <0.001 90.7 (1775)
>4 10.9 (13) 17.6 (21) 10.9 (13) 60.5 (72)
*
Compared with RSP-group.
**
Compared with frequencies within the age group 30 years of age or older.
***
Compared with frequencies within all of the younger age categories.
Table 4 Table 6
Problem/addicted gamers vs highly engaged gamers and the RSP-group. Problem/addicted gamers vs engaged gamers.
Problem/addicted gamers vs the remaining Problem/addicted gamers vs engaged OR 95% CI p-
gamers value
% (n) p-value
Male gender
Overall frequency 6.5 (134)
Yes 2.066 1.170–3.647 0.012
Male gender
No 1
Yes 8.0 (82) 0.006
Age
No 5.0 (52)
15–18 1
Ever considered seeking treatment
Per increase in age range 1.001 0.760–1.319 0.992
Yes 9.3 (68) <0.001
Enough friends
No 4.9 (66)
Yes 1.010 0.544–1.876 0.975
Enough friends
No 1
Yes 5.6 (94) 0.002
Ever considered seeking treatment
No 9.9 (40)
Yes 0.751 0.413–1.365 0.347
Age
No 1
15–18* 17.5 (18) <0.001
Hours chatting on internet/social media
19–24* 11.9 (35) <0.001
>4 2.262 1.058–4.833 0.035
25–29* 7.9 (17) 0.025
<1–4 1
30-** 4.4 (64) <0.001
Hours chatting on internet/social media
<1–4 5.1 (100) <0.001
>4 28.6 (34)
addictions in relation to sexual minority status (Broman & Hakansson,
*
2018; Karlsson, Broman, & Håkansson, 2019). The dataset was distrib
Compared with frequencies within the age group 30 years of age or older. uted online and presented as a self-test for problem gaming and
**
Compared with frequencies within all of the younger age categories.
gambling, targeting individuals above 15 years of age. Two Swedish
universities assisted in distributing the survey online among students
Table 5 and staff and the survey was promoted through online advertising in
Problem/addicted gamers vs both highly engaged gamers and the RSP-group. social media as well as in Swedish news media.
The data collection was designed in collaborated with a marketing
Problem/addicted gamers vs highly OR 95% CI p-
engaged gamers and RSP-group value
survey company in order to set up the questionnaire online, to handle
the incoming data and to ensure anonymity blocking the IP addresses
Male gender
when collecting the data (Broman & Hakansson, 2018). During the first
Yes 2.737 1.826–4.104 <0.001
No 1 data collection the questionnaire was presented in Swedish yet with the
Age option to choose from a range of minority languages. In the second data
15–18 1 collection the questionnaire was presented in Swedish only. The first
Per increase in age range 0.653 0.544–0.782 <0.001
material was merged with the second database. This was possible as
Enough friends
Yes 0.652 0.429–0.991 0.045
both of them used the measurement needed for the aimed prevalence
No 1 estimate and addressed the same potential correlates.
Ever considered seeking treatment The measures were based on self-reporting including demographics
Yes 1.939 1.310–2.871 0.001 such as gender and age. Structured and well-established measuring tools
No 1
were used for the problem behaviours of interest (problematic gambling,
Hours chatting on internet/social media
>4 5.299 3.237–8.673 <0.001 gaming and internet use) and the answering of these were mandatory
<4 1 while other questions were optional. The survey addressed social
isolation – whether the individual felt that they had a sufficient number
3
F. André et al. Addictive Behaviors Reports 12 (2020) 100324
of friends to spend time with or whether they experienced feelings of seek treatment for to psychological health complaints and could answer
loneliness and a desire to have more friends. The respondents were either Yes, No or Do not want to answer. As low psychological well-being
asked whether they had felt the need to seek treatment because of has been associated with pathological gaming (Khazaal et al., 2016;
psychological health problems (Yes, No or Do not want to answer) and Lemmens et al., 2011; Przybylski, Weinstein, & Murayama, 2017), a
how many hours per day they spent on communication through social binary variable was created in which Yes was coded as 1 and the No as
media, online chatting, Skype, WhatsApp or similar services (<1, 1–2, well as Do not want to answer as 0.
2–3, 4–3 or more than 4).
2.2.5. Enough friends
2.2. Measures Previous research has found an association between low social
competence and loneliness with pathological gaming (Khazaal et al.,
2.2.1. Game addiction scale 2016; Lemmens et al., 2011). In order to address social isolation, the
For the assessment of gaming behaviour, the seven-item version of respondents were asked whether they felt that they had a sufficient
the Gaming Addiction Scale (GAS) was used (Lemmens et al., 2009). The number of friends to spend time with, too many, or whether they
scale was constructed by Lemmens et al. in order to reflect components experienced feelings of loneliness and a desire to have more friends.
of addiction as well as the consequences thereof, namely: salience, Those reporting feelings of loneliness were coded as 1 and the remaining
tolerance, mood modification, relapse, withdrawal, conflict and prob respondents were coded as 0.
lems (Griffiths, 2005; Lemmens et al., 2009). Each question covers one
criterion, answered on a five-point continuum scale: 1 (never), 2 2.2.6. Hours chatting on internet/social media
(rarely), 3 (sometimes), 4 (often), 5 (very often) and should according to It has been hypothesized that excessive use of social media could be
the developer be accounted as endorsed when rated 3 or higher (Lem positively associated with pathological gaming (Andreassen et al., 2013;
mens et al., 2009). Pontes, 2017), such that the measure of time spent on social media was
Aiming to distinguish level of severity within the group of gamers, included in this investigation. There is no consensus regarding how
the core approach was applied whereby the individuals meeting all of many hours spent on social media that is pathological but several re
the core criteria (relapse, withdrawal, conflicts and problems) consti searchers suggest a cut-off around three-four hours(Jagtiani, Kelly,
tuted the group addicted gamers. The respondents that endorsed 2–3 of Fancourt, Shelton, & Scholes, 2019; Kaur, Rutherford, Martins, & Keyes,
the core criteria but none of the peripheral criteria (salience, tolerance, 2018; Strong, Lee, Chao, Lin, & Tsai, 2018). The respondents were asked
mood-modification) were grouped as problem gamers and those that about how many hours per day they usually spent on communication
endorsed all 3 of the peripheral criteria but not more than 1 of the core- with others through social media - including chat functions within on
criteria were grouped as engaged gamers (Brunborg et al., 2013, 2015; line games, WhatsApp, Skype or corresponding services, and were able
Wittek et al., 2015). Those who remained comprised the fourth and to answer Less than one hour, 1–2 h, 2–3 h, 3–4 h or More than 4 h. A
contrasting group, hereafter named remaining study participants (RSP). binary variable was created in which More than 4 h was coded as 1
The RSP-group included individuals without gaming behaviour and in whereas reporting of anything less was coded as 0.
dividuals with gaming behaviour below the cut off for highly engaged
gaming. The chosen methodology assumes that several core criteria
being met implies a problematic use of video game which does not rule 2.3. Statistics
out a simultaneous endorsement of peripheral criteria. However, the
group of engaged gamers is here considered as less problematic as they Estimates of frequencies and percentages as well as statistical anal
did not endorse more than one of the core criteria. ysis were performed in SPSS (IBM SPSS statistics version 24). The Chi-
Since both the problem gamers and the addicted gamers were square test was used for statistical association between frequencies of
assumed to be associated with more severe gaming behaviour as well as engaged gamers, problem gamers and addicted gamers within sub
more negative outcomes (Brunborg et al., 2013, 2015; Charlton & groups such as gender, age categories, individuals experiencing feelings
Danforth, 2007), these two groups also constituted one combined group of loneliness, individuals experiencing the need to seek treatment for
(2–4 endorsed core criteria) enabling analyses against the rest of the psychological distress and groupings based on hours chatting on
respondents (=<3 endorsed core criteria). internet/social media, in comparison to the RSP-group. The groups
based on gender, age categories, the experience of loneliness, psycho
2.2.2. Gender logical distress and hours spent chatting were further analysed in a lo
The respondents could report male, female or transgender as their gistic regression using problem/addictive gaming as the outcome and
gender identity. As male gender was supposed to be associated with compared separately with both engaged gamers and the RSP-group.
pathological gaming (Gonzalez-Bueso et al., 2018; Mentzoni et al.,
2011), a binary variable was created in which male gender was coded as 3. Results
1 and female and transgender (non-male gender) were coded as 0.
3.1. Sample characteristics
2.2.3. Age
Respondents age was a matter of interest since young age was After merging the two files the sample consisted of 3692 individuals.
thought to be associated with pathological gaming (Mentzoni et al., Only those registered as complete respondents (2777) were included.
2011; Wittek et al., 2015). Out of the originally seven age categories Among the complete respondents there were still a number of in
(15–18, 19–24, 25–29, 30–39, 40–49, 50–59 and 60 years of age or dividuals who had abstained from answering some of the questions of
older), four binary variables were created (15–18, 19–24, 25–29, 30–) interest or answered them with Do not want to answer– those were also
out of which the respondents reporting 15–18 years of age were coded as excluded. The exclusion resulted in 2075 remaining individuals, of
1 and those reporting 30 years or older (30–39, 40–49, 50–59 and 60 which 49.6 percent were male, 50.1 percent female and 0.3 percent
years of age or older) were coded as 0, etcetera. The fourth variable transgender. A majority were aged 30 years or older and the smallest
composed of those reporting 30 years of age or older, coded as 1 and all number (103 individuals, 5 percent) were seen in the age category
of those reporting a younger age coded as 0. 15–18. The excluded individuals were seemingly evenly distributed in
terms of gender and showed a similar age distribution as the included
2.2.4. Ever considered seeking care population though the excluded group contained a greater proportion of
The respondents were asked whether they ever had felt the need to the youngest individuals and a smaller proportion the oldest individuals.
4
F. André et al. Addictive Behaviors Reports 12 (2020) 100324
3.2. Prevalence measure of game addiction (Brunborg et al., 2013, 2015; Lemmens et al.,
2009). Previous research in this field is scarce and rather inconsequen
The respondents who endorsed all four of the core criteria and tial in terms of measurement approach and attitudes towards the
consequently met the addiction cut-off comprised 1.2 percent. The tentative diagnosis (Ferguson et al., 2011). The DSM-5 requests more
problem gamers were 5.3 percent, the engaged gamers 4.5 percent and research before inclusion of the disorder and as the gaming industry
the respondents who met the cut off for at least problem gaming and at grows and currently engages a wide range of the population, research
most addictive gaming, composed 6.5 percent. needs to keep up with development (American Psychiatric Association,
2013; Entertainment Software Association, 2007, 2018). An increasing
3.3. Highly engaged gamers quantity of scholars emphasize a distinction between engagement and
addiction regarding gaming research and a ranking of the criteria has
Being an engaged gamer, was significantly associated with reporting been suggested (Lehenbauer-Baum & Fohringer, 2015; Lehenbauer-
a need to seek treatment for psychological health complaints in com Baum et al., 2015; Snodgrass et al., 2019). Previous research describes
parison to the RSP-group who denied such consideration. Engaged how the criteria tolerance, mood modification and cognitive salience
gaming was also associated to the reporting of feelings of loneliness. The correlates stronger to engagement and the criteria, here termed “core
engaged gamers were significantly overrepresented in the age ranges criteria”; withdrawal, relapse, conflict and problems correlates stronger
15–18, 19–24 and 25–29, in comparison to the respondents of age 30 to addiction (Brunborg et al., 2013, 2015; Charlton & Danforth, 2007).
years or older. The engaged gamers were also shown to be significantly This study presents a prevalence measure in the Swedish population of
overrepresented in the subgroup that spent more than four hours per day highly engaged gamers, problem gamers and addicted gamers using the
on communication with others through social media/internet. core approach. The study also shows how these groups of gamers differ.
Male gender, young age, social satisfaction, treatment need and hours
3.4. Problem gamers chatting on internet/social media was shown to increase the probability
of problematic or addictive gaming, whereas no difference was seen
When comparing frequencies of problem gamers with the RSP-group regarding young age, social satisfaction or treatment need when
within subgroups, the former was revealed to be significantly over compared directly with the highly engaged gamers.
represented amongst respondents of male gender, amongst individuals The present study showed that the prevalence of addicted gamers
who had considered seeking treatment, amongst individuals assenting was 1.2 percent. The most precise prevalence worldwide, reported as
feelings of loneliness, and in all of the younger age ranges, in comparison 3.05 percent by Stevens et al., was indeed higher though not entirely
to the respondents 30 years of age or older. The problem gamers were comparable - their meta-analysis only included studies with youths and
also shown to be overrepresented amongst the respondents who spent young adults. Their numbers are, however comparable with the preva
more than four hours chatting on internet/social media. lence presented within the younger age categories in the present study
(Ferguson et al., 2011). A Norwegian population-based investigation
3.5. Addicted gamers actually reported an identical prevalence rate of addicted gamers; 1.2
percent, whereas their prevalence of problem gamers was slightly higher
The addicted gamers were shown to be significantly overrepresented (Brunborg, Hanss, Mentzoni, & Pallesen, 2015).
amongst the respondents assenting that they spent more than four hours Male gender showed a disproportionate prevalence of problem
per day on communication with others through social media/internet, gamers, in concordance with previous research (Gonzalez-Bueso et al.,
when compared with the RSP-group. 2018; Mentzoni et al., 2011). The addicted gamers showed the same
gender tendency though not significantly, while the opposite applied for
3.6. Problem/addicted gamers versus highly engaged gamers and the RSP- the highly engaged gamers but again not significantly. The group called
group RSP showed no gender difference which could suggest that men and
women in the Swedish population overall engage in excessive gaming to
The respondents endorsing 3–4 of the core criteria and hence an analogous extent, but that gaming implies a greater pathological
meeting the cut off for problem gaming or addiction, were shown to be potential for men. In 2015 Brunborg et al. presented a comparable
significantly overrepresented amongst all of the subgroups of interest Norwegian study, also using the core approach (Brunborg et al., 2015).
when compared with the other respondents (highly engaged gamers and They consistently stated that engaged, problem and addicted gamers
the RSP-group). Thus, they were more common amongst the male re were more likely to be male (Wittek et al., 2015). Simultaneously, ESÁs
spondents, those who considered seeking treatment for psychological bulletin of the computer and video game industry from 2007 reports on
health complaints, those who experienced feelings of loneliness, and 38 percent female gamers while the equivalent from 2020 reports on 41
amongst the younger age ranges, as well as amongst the individuals percent female gamers (Entertainment Software Association, 2007,
spending more than four hours chatting on internet/social media. The 2018). Perhaps, as the demographics in gaming patterns change, so will
regression analysis presented corresponding associations in which the gender differences regarding problematic gaming. Additional
spending more than four hours on chatting showed the most powerful research is needed to widen the understanding of gender-specific
correlation of problem-/ addictive gaming, elevating the probability 5.3 gaming behaviour.
times. The highly engaged gamers, as well as the problem gamers, were
overrepresented amongst those assenting that they had considered
3.7. Problem/addicted gamers versus engaged gamers seeking treatment for psychological health complaints. Pathological
gaming has been associated to various psychosocial problems (Gonza
When comparing the probability of problem/addicted gaming with lez-Bueso et al., 2018; Lam, 2014; Lemmens, Valkenburg, & Peter, 2011)
engaged gaming in a regression analysis, male gender and spending and one could assume that the tendency noted within the groups of
more than four hours chatting on internet/social media increased the addicted gamers would have achieved a significant value if the popu
probability of more adverse gaming significantly. lation had been greater in number. On the other hand, the denial of such
consideration should perhaps not automatically be interpreted as a
4. Discussion guarantee of good psychological health. Even though it is possible to
experience poor psychological well-being without considering seeking
The present study contributes to the knowledge about pathological help, it is relevant that confirming treatment had been considered
gaming through an empirical as well as theoretically based prevalence implied an increased probability of problematic or addictive gaming 1.9
5
F. André et al. Addictive Behaviors Reports 12 (2020) 100324
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F. André et al. Addictive Behaviors Reports 12 (2020) 100324
Methodology, Conceptualization, Writing - review & editing, Project sites and well-being among U.K. Young Adults. Cyberpsychol Behav Soc Netw. 22
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administration. Emma Claesdotter-Knutsson: Validation, Visualiza
Karlsson, J., Broman, N., & Håkansson, A. (2019). Associations between problematic
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Khazaal, Y., Chatton, A., Rothen, S., et al. (2016). Psychometric properties of the 7-item
The authors declare that they have no known competing financial game addiction scale among french and German speaking adults. BMC Psychiatry., 16
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