Addictive Video Game Use: An Emerging Pediatric Problem?

Detalhes bibliográficos
Autor(a) principal: Nogueira, Mariana
Data de Publicação: 2019
Outros Autores: Faria, Hugo, Vitorino, Ana, Silva, Filipe Glória, Serrão Neto, Ana
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://www.actamedicaportuguesa.com/revista/index.php/amp/article/view/10985
Resumo: Introduction: The excessive use of video games is an emerging problem that has been studied in the context of addictive behaviors. The aim of this study was to determine the prevalence of use of addictive video games in a group of children and to identify risk factors, protective factors and potential consequences of these behaviors.Material and Methods: Observational and cross-sectional study of children from the sixth grade using an anonymous questionnaire. Addictive video game use was defined by the presence of 5 out of 9 behavioral items adapted from the DSM-5 criteria for ‘Pathological gambling’. Children who answered ‘yes’ to 4 items were included in the “Risk group for addictive video game use”. We delivered 192 questionnaires and 152 were received and included in the study (79.2% response rate). SPSS statistical software was used.Results: Half of the participants were male and the median age was 11 years old. Use of addictive video games was present in 3.9% of children and 33% fulfilled the risk group criteria. Most children played alone. We found additional factors associated with being in the risk group: greater time of use; online, action and fighting games (p < 0.001). Children with risk behaviors showed a shorter sleep duration (p < 0.001).Discussion: A significant number of children of our sample met criteria for addictive video games use in an early age and a greater number may be at risk (33%). This is a problem that warrants further research and clinical attention.Conclusion: This exploratory study helps to understand that addiction to video games in children is an emergent problem.
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spelling Addictive Video Game Use: An Emerging Pediatric Problem?Dependência de Vídeojogos: Um Problema Pediátrico Emergente?BehaviorAddictiveChildVideo GamesComportamento AditivoCriançaVídeojogosIntroduction: The excessive use of video games is an emerging problem that has been studied in the context of addictive behaviors. The aim of this study was to determine the prevalence of use of addictive video games in a group of children and to identify risk factors, protective factors and potential consequences of these behaviors.Material and Methods: Observational and cross-sectional study of children from the sixth grade using an anonymous questionnaire. Addictive video game use was defined by the presence of 5 out of 9 behavioral items adapted from the DSM-5 criteria for ‘Pathological gambling’. Children who answered ‘yes’ to 4 items were included in the “Risk group for addictive video game use”. We delivered 192 questionnaires and 152 were received and included in the study (79.2% response rate). SPSS statistical software was used.Results: Half of the participants were male and the median age was 11 years old. Use of addictive video games was present in 3.9% of children and 33% fulfilled the risk group criteria. Most children played alone. We found additional factors associated with being in the risk group: greater time of use; online, action and fighting games (p < 0.001). Children with risk behaviors showed a shorter sleep duration (p < 0.001).Discussion: A significant number of children of our sample met criteria for addictive video games use in an early age and a greater number may be at risk (33%). This is a problem that warrants further research and clinical attention.Conclusion: This exploratory study helps to understand that addiction to video games in children is an emergent problem.Introdução: O uso excessivo de vídeojogos é um problema emergente que tem vindo a ser estudado no âmbito de comportamentos de dependência. O objetivo deste estudo foi determinar a prevalência de dependência de vídeojogos num grupo de crianças e identificar fatores protetores ou de risco e potenciais consequências deste comportamento.Material e Métodos: Estudo transversal e observacional de uma população de crianças, do sexto ano escolar, através de um questionário anónimo. A dependência de vídeojogos foi definida como presença de 5 dos 9 comportamentos adaptados dos critérios do DSM-5 de ‘pathological gambling’. Crianças com 4 dos 9 critérios foram incluídas no ‘Grupo de risco para dependência de vídeojogos’. Foram entregues 192 questionários, com resposta a 152 (taxa de resposta 79,2%). A análise estatística foi feita com base no SPSS.Resultados: Metade dos participantes eram do sexo masculino, com média de idade 11 anos. A dependência de vídeojogos esteve presente em 3,9% da população, sendo que cerca de 33% da amostra cumpria critérios de ‘risco de dependência de vídeojogos’. A maioria das crianças joga sozinha. Outros fatores de risco encontrados para ‘Grupo de risco de dependência’ foram mais tempo de uso; tipo de jogo online, ação e luta (p < 0,001). Este grupo de crianças apresenta menos tempo de sono.Discussão: Um número significativo de crianças da nossa amostra cumpre critérios de dependência de viídeojogos numa idade precoce, e um número maior pode estar em risco desse comportamento (33%). É um problema clínico emergente, que merece atenção e mais estudos.Conclusão: Este estudo exploratório sugere que a dependência de videojogos em crianças é um problema emergente.Ordem dos Médicos2019-03-29info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfapplication/vnd.openxmlformats-officedocument.wordprocessingml.documentapplication/vnd.openxmlformats-officedocument.wordprocessingml.documentapplication/vnd.openxmlformats-officedocument.wordprocessingml.documentapplication/vnd.openxmlformats-officedocument.wordprocessingml.documentapplication/vnd.openxmlformats-officedocument.wordprocessingml.documentapplication/vnd.openxmlformats-officedocument.wordprocessingml.documentapplication/pdfhttps://www.actamedicaportuguesa.com/revista/index.php/amp/article/view/10985oai:ojs.www.actamedicaportuguesa.com:article/10985Acta Médica Portuguesa; Vol. 32 No. 3 (2019): March; 183-188Acta Médica Portuguesa; Vol. 32 N.º 3 (2019): Março; 183-1881646-07580870-399Xreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAPenghttps://www.actamedicaportuguesa.com/revista/index.php/amp/article/view/10985https://www.actamedicaportuguesa.com/revista/index.php/amp/article/view/10985/5632https://www.actamedicaportuguesa.com/revista/index.php/amp/article/view/10985/10482https://www.actamedicaportuguesa.com/revista/index.php/amp/article/view/10985/10521https://www.actamedicaportuguesa.com/revista/index.php/amp/article/view/10985/10905https://www.actamedicaportuguesa.com/revista/index.php/amp/article/view/10985/10906https://www.actamedicaportuguesa.com/revista/index.php/amp/article/view/10985/10907https://www.actamedicaportuguesa.com/revista/index.php/amp/article/view/10985/10913https://www.actamedicaportuguesa.com/revista/index.php/amp/article/view/10985/10940Direitos de Autor (c) 2019 Acta Médica Portuguesainfo:eu-repo/semantics/openAccessNogueira, MarianaFaria, HugoVitorino, AnaSilva, Filipe GlóriaSerrão Neto, Ana2022-12-20T11:06:08Zoai:ojs.www.actamedicaportuguesa.com:article/10985Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T16:19:58.603566Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Addictive Video Game Use: An Emerging Pediatric Problem?
Dependência de Vídeojogos: Um Problema Pediátrico Emergente?
title Addictive Video Game Use: An Emerging Pediatric Problem?
spellingShingle Addictive Video Game Use: An Emerging Pediatric Problem?
Nogueira, Mariana
Behavior
Addictive
Child
Video Games
Comportamento Aditivo
Criança
Vídeojogos
title_short Addictive Video Game Use: An Emerging Pediatric Problem?
title_full Addictive Video Game Use: An Emerging Pediatric Problem?
title_fullStr Addictive Video Game Use: An Emerging Pediatric Problem?
title_full_unstemmed Addictive Video Game Use: An Emerging Pediatric Problem?
title_sort Addictive Video Game Use: An Emerging Pediatric Problem?
author Nogueira, Mariana
author_facet Nogueira, Mariana
Faria, Hugo
Vitorino, Ana
Silva, Filipe Glória
Serrão Neto, Ana
author_role author
author2 Faria, Hugo
Vitorino, Ana
Silva, Filipe Glória
Serrão Neto, Ana
author2_role author
author
author
author
dc.contributor.author.fl_str_mv Nogueira, Mariana
Faria, Hugo
Vitorino, Ana
Silva, Filipe Glória
Serrão Neto, Ana
dc.subject.por.fl_str_mv Behavior
Addictive
Child
Video Games
Comportamento Aditivo
Criança
Vídeojogos
topic Behavior
Addictive
Child
Video Games
Comportamento Aditivo
Criança
Vídeojogos
description Introduction: The excessive use of video games is an emerging problem that has been studied in the context of addictive behaviors. The aim of this study was to determine the prevalence of use of addictive video games in a group of children and to identify risk factors, protective factors and potential consequences of these behaviors.Material and Methods: Observational and cross-sectional study of children from the sixth grade using an anonymous questionnaire. Addictive video game use was defined by the presence of 5 out of 9 behavioral items adapted from the DSM-5 criteria for ‘Pathological gambling’. Children who answered ‘yes’ to 4 items were included in the “Risk group for addictive video game use”. We delivered 192 questionnaires and 152 were received and included in the study (79.2% response rate). SPSS statistical software was used.Results: Half of the participants were male and the median age was 11 years old. Use of addictive video games was present in 3.9% of children and 33% fulfilled the risk group criteria. Most children played alone. We found additional factors associated with being in the risk group: greater time of use; online, action and fighting games (p < 0.001). Children with risk behaviors showed a shorter sleep duration (p < 0.001).Discussion: A significant number of children of our sample met criteria for addictive video games use in an early age and a greater number may be at risk (33%). This is a problem that warrants further research and clinical attention.Conclusion: This exploratory study helps to understand that addiction to video games in children is an emergent problem.
publishDate 2019
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dc.rights.driver.fl_str_mv Direitos de Autor (c) 2019 Acta Médica Portuguesa
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dc.publisher.none.fl_str_mv Ordem dos Médicos
publisher.none.fl_str_mv Ordem dos Médicos
dc.source.none.fl_str_mv Acta Médica Portuguesa; Vol. 32 No. 3 (2019): March; 183-188
Acta Médica Portuguesa; Vol. 32 N.º 3 (2019): Março; 183-188
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