A Cross-Lagged Study of Developmental Trajectories of Video Game Engagement, Addiction, and Mental Health

Objectives: Video game addiction has been associated with an array of mental health variables. There is a paucity of longitudinal studies investigating such associations, and studies differentiating addicted gaming from problem and engaged (i.e., frequent but non-problem) gaming. The current explora...

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Main Authors: Elfrid Krossbakken, Ståle Pallesen, Rune Aune Mentzoni, Daniel Luke King, Helge Molde, Turi Reiten Finserås, Torbjørn Torsheim
Format: Article
Language:English
Published: Frontiers Media S.A. 2018-11-01
Series:Frontiers in Psychology
Subjects:
Online Access:https://www.frontiersin.org/article/10.3389/fpsyg.2018.02239/full
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author Elfrid Krossbakken
Ståle Pallesen
Rune Aune Mentzoni
Daniel Luke King
Helge Molde
Turi Reiten Finserås
Torbjørn Torsheim
author_facet Elfrid Krossbakken
Ståle Pallesen
Rune Aune Mentzoni
Daniel Luke King
Helge Molde
Turi Reiten Finserås
Torbjørn Torsheim
author_sort Elfrid Krossbakken
collection DOAJ
description Objectives: Video game addiction has been associated with an array of mental health variables. There is a paucity of longitudinal studies investigating such associations, and studies differentiating addicted gaming from problem and engaged (i.e., frequent but non-problem) gaming. The current explorative study investigate the natural course of gaming behavior in three sub-studies. The aim of study 1 was to investigate antecedents and consequences of video game addiction measured as a unidimensional construct (pathological gaming). Aim of study 2 was to investigate the same associations in terms of typologies of gamers (“engaged,” “problem,” “addicted”). Furthermore, study 3 aimed to investigate the estimated stability and transitions occurring between the aforementioned typologies, and a non-pathological gaming group.Methods: A nationally representative sample of 3,000 adolescents aged 17.5 years was drawn from the population registry of Norway in 2012 and invited to participate in annual surveys spanning 3 years (NT1 = 2,059, NT2 = 1,334, NT3 = 1,277). The respondents completed measures of video game addiction, depression, anxiety, loneliness, aggression, and alcohol use disorder. Statistical analysis comprised cross-lagged path modeling, Satorra-Bentler chi square test (study 1), regression analyses (study 2), hidden Markov model of transition probabilities (study 3).Results: Findings in study 1 showed that depression and loneliness were reciprocally associated with pathological gaming. Physical aggression was identified as an antecedent, and anxiety was a consequence of pathological gaming. Investigation of the three typologies of gamers (study 2) identified loneliness and physical aggression as antecedents, and depression as a consequence of all typologies. Depression was found to be an antecedent of problem and engaged gamers. Loneliness was found as a consequence of problem gamers, and anxiety was a consequence of addicted gamers. High alcohol consumption was found antecedent to addicted gamers, and low alcohol consumption was found antecedent to problem gamers. The estimated stability of video game addiction was 35%.Conclusion: A reciprocal relationship between pathological gaming and measures of mental health problems seems to exist. The stability of video game addiction indicates a condition that for a substantial number of people does not resolve spontaneously over the course of 2 years.
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spelling doaj.art-69683b32f5c64ff9b24b397db8ec416d2022-12-21T18:11:37ZengFrontiers Media S.A.Frontiers in Psychology1664-10782018-11-01910.3389/fpsyg.2018.02239412655A Cross-Lagged Study of Developmental Trajectories of Video Game Engagement, Addiction, and Mental HealthElfrid Krossbakken0Ståle Pallesen1Rune Aune Mentzoni2Daniel Luke King3Helge Molde4Turi Reiten Finserås5Torbjørn Torsheim6Department of Psychosocial Science, Faculty of Psychology, University of Bergen, Bergen, NorwayDepartment of Psychosocial Science, Faculty of Psychology, University of Bergen, Bergen, NorwayDepartment of Psychosocial Science, Faculty of Psychology, University of Bergen, Bergen, NorwaySchool of Psychology, University of Adelaide, Adelaide, SA, AustraliaDepartment of Clinical Psychology, Faculty of Bergen, University of Bergen, Bergen, NorwayDepartment of Clinical Psychology, Faculty of Bergen, University of Bergen, Bergen, NorwayDepartment of Psychosocial Science, Faculty of Psychology, University of Bergen, Bergen, NorwayObjectives: Video game addiction has been associated with an array of mental health variables. There is a paucity of longitudinal studies investigating such associations, and studies differentiating addicted gaming from problem and engaged (i.e., frequent but non-problem) gaming. The current explorative study investigate the natural course of gaming behavior in three sub-studies. The aim of study 1 was to investigate antecedents and consequences of video game addiction measured as a unidimensional construct (pathological gaming). Aim of study 2 was to investigate the same associations in terms of typologies of gamers (“engaged,” “problem,” “addicted”). Furthermore, study 3 aimed to investigate the estimated stability and transitions occurring between the aforementioned typologies, and a non-pathological gaming group.Methods: A nationally representative sample of 3,000 adolescents aged 17.5 years was drawn from the population registry of Norway in 2012 and invited to participate in annual surveys spanning 3 years (NT1 = 2,059, NT2 = 1,334, NT3 = 1,277). The respondents completed measures of video game addiction, depression, anxiety, loneliness, aggression, and alcohol use disorder. Statistical analysis comprised cross-lagged path modeling, Satorra-Bentler chi square test (study 1), regression analyses (study 2), hidden Markov model of transition probabilities (study 3).Results: Findings in study 1 showed that depression and loneliness were reciprocally associated with pathological gaming. Physical aggression was identified as an antecedent, and anxiety was a consequence of pathological gaming. Investigation of the three typologies of gamers (study 2) identified loneliness and physical aggression as antecedents, and depression as a consequence of all typologies. Depression was found to be an antecedent of problem and engaged gamers. Loneliness was found as a consequence of problem gamers, and anxiety was a consequence of addicted gamers. High alcohol consumption was found antecedent to addicted gamers, and low alcohol consumption was found antecedent to problem gamers. The estimated stability of video game addiction was 35%.Conclusion: A reciprocal relationship between pathological gaming and measures of mental health problems seems to exist. The stability of video game addiction indicates a condition that for a substantial number of people does not resolve spontaneously over the course of 2 years.https://www.frontiersin.org/article/10.3389/fpsyg.2018.02239/fullinternet gaming disordergaming disorderlongitudinal studyadolescentsmental health
spellingShingle Elfrid Krossbakken
Ståle Pallesen
Rune Aune Mentzoni
Daniel Luke King
Helge Molde
Turi Reiten Finserås
Torbjørn Torsheim
A Cross-Lagged Study of Developmental Trajectories of Video Game Engagement, Addiction, and Mental Health
Frontiers in Psychology
internet gaming disorder
gaming disorder
longitudinal study
adolescents
mental health
title A Cross-Lagged Study of Developmental Trajectories of Video Game Engagement, Addiction, and Mental Health
title_full A Cross-Lagged Study of Developmental Trajectories of Video Game Engagement, Addiction, and Mental Health
title_fullStr A Cross-Lagged Study of Developmental Trajectories of Video Game Engagement, Addiction, and Mental Health
title_full_unstemmed A Cross-Lagged Study of Developmental Trajectories of Video Game Engagement, Addiction, and Mental Health
title_short A Cross-Lagged Study of Developmental Trajectories of Video Game Engagement, Addiction, and Mental Health
title_sort cross lagged study of developmental trajectories of video game engagement addiction and mental health
topic internet gaming disorder
gaming disorder
longitudinal study
adolescents
mental health
url https://www.frontiersin.org/article/10.3389/fpsyg.2018.02239/full
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