Prevalence of problematic Internet use and problematic gaming in Spanish adolescents

被引:39
作者
Nogueira-Lopez, Abel [1 ,2 ,3 ]
Rial-Boubeta, Antonio [3 ,7 ]
Guadix-Garcia, Ignacio [4 ]
Villanueva-Blasco, Victor J. [5 ]
Billieux, Joel [2 ,6 ,8 ]
机构
[1] Univ Leon, Leon, Spain
[2] Univ Lausanne, Inst Psychol, Lausanne, Switzerland
[3] Univ Santiago Compostela, Fac Psychol, Santiago De Compostela, Spain
[4] UNICEF Spain, Barcelona, Spain
[5] Valencian Int Univ, Fac Hlth Sci, Valencia, Spain
[6] Lausanne Univ Hosp CHUV, Ctr Excess Gambling, Addict Med, Lausanne, Switzerland
[7] Univ Lausanne, Fac Sci Sociales & Polit, Batiment Geopolis, Quartier UNIL Mouline, Lausanne, Switzerland
[8] Univ Santiago Compostela, Fac Psychol, Campus Vida,Calle Xose Maria Suarez Nunez S-N, Santiago De Compostela 15782, A Coruna, Spain
关键词
Addictive behaviors; ICD-11; DSM-5; Over-pathologisation; Gaming disorder; Problematic gaming; Problematic internet use; Internet addiction; Prevalence; GAME ADDICTION; SELF-REPORT; DISORDER; VALIDITY; GENDER; SATISFACTION; VALIDATION; SYMPTOMS; LANGUAGE; SPECTRUM;
D O I
10.1016/j.psychres.2023.115317
中图分类号
R749 [精神病学];
学科分类号
100205 ;
摘要
Epidemiological studies on problematic Internet use and problematic gaming conducted so far have mainly been carried out with unrepresentative and self-selected convenience samples, resulting in unreliable prevalence rates. This study estimates the prevalence of problematic Internet use and problematic gaming in a large sample of Spanish adolescents (N = 41,507) and identifies risk and protective factors for these risky behaviours. Data were collected online using the Adolescent Problem Internet Use Scale and the Adolescent Gaming Addiction Scale. Using a cut-off approach with measurement instruments inspired by the DSM-5 framework, we found a prevalence of 33% for problematic Internet use and 3.1% for problematic gaming. With a more conservative approach inspired by the ICD-11 framework, prevalence rates decreased to 2.98% for problematic Internet use and 1.8% for problematic gaming. Female gender, higher parents' education, elevated Internet connection time, reporting being online after midnight and using the mobile phone in class predicted problematic Internet use; whereas male gender, "living situation" where families do not have a traditional structure or stable environment, elevated Internet connection time and reporting using the mobile phone in class predicted problematic gaming. A cut-off approach involving scales that recycle substance use criteria (as in the DSM-5) over-pathologize Internet use and gaming behaviours. In contrast, the ICD-11 approach seems to provide more realistic and reliable prevalence rates.
引用
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页数:9
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