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Video Game Playing and Internet Gaming Disorder: A Profile of Young Adolescents

Author

Listed:
  • Marta Labrador

    (Department of Personality, Assessment and Clinical Psychology, Complutense University of Madrid, 28223 Madrid, Spain)

  • Iván Sánchez-Iglesias

    (Department of Psychobiology & Behavioral Sciences Methods, Complutense University of Madrid, 28223 Madrid, Spain)

  • Mónica Bernaldo-de-Quirós

    (Department of Personality, Assessment and Clinical Psychology, Complutense University of Madrid, 28223 Madrid, Spain)

  • Francisco J. Estupiñá

    (Department of Personality, Assessment and Clinical Psychology, Complutense University of Madrid, 28223 Madrid, Spain)

  • Ignacio Fernandez-Arias

    (Department of Personality, Assessment and Clinical Psychology, Complutense University of Madrid, 28223 Madrid, Spain)

  • Marina Vallejo-Achón

    (Department of Personality, Assessment and Clinical Psychology, Complutense University of Madrid, 28223 Madrid, Spain)

  • Francisco J. Labrador

    (Department of Personality, Assessment and Clinical Psychology, Complutense University of Madrid, 28223 Madrid, Spain)

Abstract

In recent times, growing concern has arisen regarding the utilization of technology, video games, and the emergence of internet gaming disorder (IGD), particularly among young adolescents. This worry arises from the ambiguity in distinguishing between “normal” and “problematic” video game behavior, despite efforts to establish clear criteria for defining both. The goal of this study is to outline distinct profiles of adolescent video game players and identify variables associated with their gaming practices that correlate with problematic gaming. The study utilizes a substantial sample of adolescents drawn from a representative cross-section of educational institutions in the city of Madrid, ranging in age from 12 to 16 years. In total, 1516 participants (75%) acknowledged engaging in video game activities. The research delves into characterizing prevailing profiles of video game participants within this cohort and scrutinizes the profile that aligns with issues of IGD. In summary, approximately three-quarters of young adolescents participate in video gaming, with males constituting the majority. Typically, participants immerse themselves in action genre games for over three days per week, with males exhibiting a higher frequency than their female counterparts. Elevated gaming frequency correlates with heightened IGD scores, particularly among females. Young adolescents show a preference for game consoles (males) and mobile phones (females) and often play alone at home. Specific factors such as the device used, online mode, company, and gaming location impact the IGD scores. These profiles aim to assist families and educators in recognizing potential risk behaviors and IGD concerns; however, it is crucial to emphasize the necessity for case-specific screening and evaluation before deliberating on such behaviors.

Suggested Citation

  • Marta Labrador & Iván Sánchez-Iglesias & Mónica Bernaldo-de-Quirós & Francisco J. Estupiñá & Ignacio Fernandez-Arias & Marina Vallejo-Achón & Francisco J. Labrador, 2023. "Video Game Playing and Internet Gaming Disorder: A Profile of Young Adolescents," IJERPH, MDPI, vol. 20(24), pages 1-13, December.
  • Handle: RePEc:gam:jijerp:v:20:y:2023:i:24:p:7155-:d:1296296
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    References listed on IDEAS

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    1. Zsolt Demetrovics & Róbert Urbán & Katalin Nagygyörgy & Judit Farkas & Mark D Griffiths & Orsolya Pápay & Gyöngyi Kökönyei & Katalin Felvinczi & Attila Oláh, 2012. "The Development of the Problematic Online Gaming Questionnaire (POGQ)," PLOS ONE, Public Library of Science, vol. 7(5), pages 1-9, May.
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