Prevalence and Impact of Internet Gaming Disorder: A Population-Based Study

被引:0
作者
Razum, Josip [1 ]
Glavak-Tkalic, Renata [1 ]
机构
[1] Ivo Pilar Inst Social Sci, Zagreb 1000, Croatia
来源
CYBERPSYCHOLOGY-JOURNAL OF PSYCHOSOCIAL RESEARCH ON CYBERSPACE | 2025年 / 19卷 / 01期
关键词
internet gaming disorder; general population; DSM-5; criteria; mental health; game genres; Croatia; VIDEO GAME ADDICTION; MENTAL-HEALTH; ADOLESCENTS; SYMPTOMS; BEHAVIOR; GENRES; MHI-5; CORE;
D O I
10.5817/CP2025-1-1
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
摘要
Internet Gaming Disorder (IGD) has emerged as a significant public health concern, yet not enough is known about its prevalence among the general population as well as its relationship to well-being, mental health, specifically depression , anxiety , gaming genres. This study aimed to address these questions. The research was conducted on a representative sample of the Croatian general population including 4,994 participants, aged between 15 and 64 years (M = 40.75, SD = 15.49). The Ten-Item Internet Gaming Disorder Test, Mental Health Inventory-5, Personal Well-being Index, Gaming time and Game Genres Preferences were used. The prevalence of the IGD in the general population of Croatia, aged 15-64 years, was estimated at 0.48%, 95% CI [0.30%, 1%], and among video game players (N = 1,239) at 1.63%, 95% CI [1.11%, 3%]. The highest prevalence was observed among young males. IGD showed the strongest relationship with depression, and weaker relationships with anxiety and well-being. Among the individual criteria, negative consequences for significant relationships, deception and escape had the strongest, while tolerance, loss of control and withdrawal had the weakest relationship to depression, anxiety and well- being, in a relative sense. Sports games and casual games players had lower risk for IGD, while other genres did not differ in their risk for IGD. Online and offline games did not differ in their risk for IGD. This study has shown that IGD has a relatively low prevalence among the general population and video game players, and that not all IGD criteria are equally relevant. Future longitudinal studies and studies on clinical samples are needed.
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页数:20
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