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The Prevalence and Psychosocial Correlates of Internet Gaming Disorder.
Deutsches Ärzteblatt International 2017 June 24
BACKGROUND: Internet gaming disorder (IGD) is the problematic use of computer games (whether online or offline) Its prevalence throughout Germany among children, adolescents, and young adults has not yet been estimated.
METHODS: A representative sample of 1531 12- to 25-yearolds in Germany was studied in September 2016 with a standardized instrument (Internet Gaming Disorder Scale, IGDS). Sociodemographic and psychosocial data about the participants were also obtained. Prevalence estimates and binary logistic regressions were calculated (both with and without multiple imputations in the IGDS).
RESULTS: The estimated prevalence of IGD among 12- to 25-year-olds in Germany is 5.7% (95% confidence interval: [4.5; 6.9]). In a sensitivity analysis taking multiple imputations into account, this value rose to 7.0% [5.8; 8.5]. The estimated prevalence was higher in males than in females: 8.4% [6.4; 10.4] versus 2.9% [1.7; 4.1], p<0.001. Statistically significant associations with IGD were seen for male sex, lower age, higher depressiveness, higher anxiety, and more frequent neglect of social contacts due to computer games.
CONCLUSION: In view of the IGD prevalence estimates obtained in this study, further research on this disorder, its correlates, and its etiology is warranted, particularly longitudinal studies. Young persons with the psychosocial features mentioned above should be specifically asked about their use of computer games.
METHODS: A representative sample of 1531 12- to 25-yearolds in Germany was studied in September 2016 with a standardized instrument (Internet Gaming Disorder Scale, IGDS). Sociodemographic and psychosocial data about the participants were also obtained. Prevalence estimates and binary logistic regressions were calculated (both with and without multiple imputations in the IGDS).
RESULTS: The estimated prevalence of IGD among 12- to 25-year-olds in Germany is 5.7% (95% confidence interval: [4.5; 6.9]). In a sensitivity analysis taking multiple imputations into account, this value rose to 7.0% [5.8; 8.5]. The estimated prevalence was higher in males than in females: 8.4% [6.4; 10.4] versus 2.9% [1.7; 4.1], p<0.001. Statistically significant associations with IGD were seen for male sex, lower age, higher depressiveness, higher anxiety, and more frequent neglect of social contacts due to computer games.
CONCLUSION: In view of the IGD prevalence estimates obtained in this study, further research on this disorder, its correlates, and its etiology is warranted, particularly longitudinal studies. Young persons with the psychosocial features mentioned above should be specifically asked about their use of computer games.
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