Addictive Video Game Use: An Emerging Pediatric Problem?

Detalhes bibliográficos
Autor(a) principal: Nogueira, M
Data de Publicação: 2019
Outros Autores: Faria, H, Vitorino, A, Glória-Silva, F, Neto, AS
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.26/28661
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?Comportamento AditivoCriançaVídeojogosBehavior, AddictiveChildVideo GamesINTRODUCTION: 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.Repositório ComumNogueira, MFaria, HVitorino, AGlória-Silva, FNeto, AS2019-05-23T21:18:05Z2019-03-292019-03-29T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10400.26/28661engActa Med Port. 2019 Mar 29;32(3):183-188.10.20344/amp.10985info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2022-12-20T14:25:18Zoai:comum.rcaap.pt:10400.26/28661Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T16:22:53.359547Repositório 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?
title Addictive Video Game Use: An Emerging Pediatric Problem?
spellingShingle Addictive Video Game Use: An Emerging Pediatric Problem?
Nogueira, M
Comportamento Aditivo
Criança
Vídeojogos
Behavior, Addictive
Child
Video Games
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, M
author_facet Nogueira, M
Faria, H
Vitorino, A
Glória-Silva, F
Neto, AS
author_role author
author2 Faria, H
Vitorino, A
Glória-Silva, F
Neto, AS
author2_role author
author
author
author
dc.contributor.none.fl_str_mv Repositório Comum
dc.contributor.author.fl_str_mv Nogueira, M
Faria, H
Vitorino, A
Glória-Silva, F
Neto, AS
dc.subject.por.fl_str_mv Comportamento Aditivo
Criança
Vídeojogos
Behavior, Addictive
Child
Video Games
topic Comportamento Aditivo
Criança
Vídeojogos
Behavior, Addictive
Child
Video Games
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
dc.date.none.fl_str_mv 2019-05-23T21:18:05Z
2019-03-29
2019-03-29T00:00:00Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
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format article
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dc.identifier.uri.fl_str_mv http://hdl.handle.net/10400.26/28661
url http://hdl.handle.net/10400.26/28661
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv Acta Med Port. 2019 Mar 29;32(3):183-188.
10.20344/amp.10985
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dc.source.none.fl_str_mv reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
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