IDEAS home Printed from https://ideas.repec.org/a/gam/jijerp/v14y2017i12p1512-d121696.html
   My bibliography  Save this article

Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns

Author

Listed:
  • Soo-Hyun Paik

    (Department of Psychiatry, Seoul St. Mary’s Hospital, The Catholic University of Korea, Seoul 06591, Korea)

  • Hyun Cho

    (Department of Psychiatry, Seoul St. Mary’s Hospital, The Catholic University of Korea, Seoul 06591, Korea)

  • Ji-Won Chun

    (Department of Psychiatry, Seoul St. Mary’s Hospital, The Catholic University of Korea, Seoul 06591, Korea)

  • Jo-Eun Jeong

    (Department of Psychiatry, Seoul St. Mary’s Hospital, The Catholic University of Korea, Seoul 06591, Korea)

  • Dai-Jin Kim

    (Department of Psychiatry, Seoul St. Mary’s Hospital, The Catholic University of Korea, Seoul 06591, Korea)

Abstract

Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD.

Suggested Citation

  • Soo-Hyun Paik & Hyun Cho & Ji-Won Chun & Jo-Eun Jeong & Dai-Jin Kim, 2017. "Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns," IJERPH, MDPI, vol. 14(12), pages 1-14, December.
  • Handle: RePEc:gam:jijerp:v:14:y:2017:i:12:p:1512-:d:121696
    as

    Download full text from publisher

    File URL: https://www.mdpi.com/1660-4601/14/12/1512/pdf
    Download Restriction: no

    File URL: https://www.mdpi.com/1660-4601/14/12/1512/
    Download Restriction: no
    ---><---

    Citations

    Citations are extracted by the CitEc Project, subscribe to its RSS feed for this item.
    as


    Cited by:

    1. Junliang He & Longkun Qiu, 2022. "Gender and Age Association with Physical Activity and Mood States of Children and Adolescents in Social Isolation during the COVID-19 Pandemic," Sustainability, MDPI, vol. 14(22), pages 1-10, November.
    2. Olatz Lopez-Fernandez & Daria J. Kuss, 2020. "Preventing Harmful Internet Use-Related Addiction Problems in Europe: A Literature Review and Policy Options," IJERPH, MDPI, vol. 17(11), pages 1-20, May.
    3. Dongil Kim & Junwon Lee, 2021. "Addictive Internet Gaming Usage among Korean Adolescents before and after the Outbreak of the COVID-19 Pandemic: A Comparison of the Latent Profiles in 2018 and 2020," IJERPH, MDPI, vol. 18(14), pages 1-17, July.
    4. Sara Thomée, 2018. "Mobile Phone Use and Mental Health. A Review of the Research That Takes a Psychological Perspective on Exposure," IJERPH, MDPI, vol. 15(12), pages 1-25, November.
    5. Andrés Chamarro & Ursula Oberst & Ramón Cladellas & Héctor Fuster, 2020. "Effect of the Frustration of Psychological Needs on Addictive Behaviors in Mobile Videogamers—The Mediating Role of Use Expectancies and Time Spent Gaming," IJERPH, MDPI, vol. 17(17), pages 1-16, September.

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:gam:jijerp:v:14:y:2017:i:12:p:1512-:d:121696. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    We have no bibliographic references for this item. You can help adding them by using this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: MDPI Indexing Manager (email available below). General contact details of provider: https://www.mdpi.com .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.