Who Is at Risk for Problematic Video Gaming? Risk Factors in Problematic Video Gaming in Clinically Referred Canadian Children and Adolescents

Both Internet and offline video gaming have become a normal aspect of child development, with estimates of children playing video games ranging from 90% to 97%. Research on problematic video gaming (PVG) has grown substantially in the last decade. Much of that research has focused on community sampl...

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Main Authors: Chloe Lau, Shannon L. Stewart, Catalina Sarmiento, Donald H. Saklofske, Paul F. Tremblay
Format: Article
Language:English
Published: MDPI AG 2018-04-01
Series:Multimodal Technologies and Interaction
Subjects:
Online Access:http://www.mdpi.com/2414-4088/2/2/19
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author Chloe Lau
Shannon L. Stewart
Catalina Sarmiento
Donald H. Saklofske
Paul F. Tremblay
author_facet Chloe Lau
Shannon L. Stewart
Catalina Sarmiento
Donald H. Saklofske
Paul F. Tremblay
author_sort Chloe Lau
collection DOAJ
description Both Internet and offline video gaming have become a normal aspect of child development, with estimates of children playing video games ranging from 90% to 97%. Research on problematic video gaming (PVG) has grown substantially in the last decade. Much of that research has focused on community samples, while research on clinically referred children and youth is lacking. The present study includes 5820 clinically referred children and youth across 44 mental health agencies, assessed using the interRAI Child and Youth Mental Health Assessment. Logistic regression analyses revealed that older age, male sex, extreme shyness, internalizing symptoms, externalizing symptoms, and poor relational strengths are all significant predictors of problematic video gaming (PVG). Further analyses suggested that, out of the internalizing symptoms, anhedonia was predictive of PVG in both males and females, but depressive symptoms and anxiety were not predictive of PVG when controlling for other variables in the model. Moreover, proactive aggression and extreme shyness were predictive of PVG in males, but not in females. The implications of these findings are discussed.
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spelling doaj.art-fe45963ff7004859bc715a69feca935c2022-12-22T02:27:09ZengMDPI AGMultimodal Technologies and Interaction2414-40882018-04-01221910.3390/mti2020019mti2020019Who Is at Risk for Problematic Video Gaming? Risk Factors in Problematic Video Gaming in Clinically Referred Canadian Children and AdolescentsChloe Lau0Shannon L. Stewart1Catalina Sarmiento2Donald H. Saklofske3Paul F. Tremblay4Faculty of Social Science, University of Western Ontario, London, N6A 3K7, CanadaFaculty of Education, University of Western Ontario, London, N6A 3K7, CanadaFaculty of Social Science, University of Western Ontario, London, N6A 3K7, CanadaFaculty of Social Science, University of Western Ontario, London, N6A 3K7, CanadaFaculty of Social Science, University of Western Ontario, London, N6A 3K7, CanadaBoth Internet and offline video gaming have become a normal aspect of child development, with estimates of children playing video games ranging from 90% to 97%. Research on problematic video gaming (PVG) has grown substantially in the last decade. Much of that research has focused on community samples, while research on clinically referred children and youth is lacking. The present study includes 5820 clinically referred children and youth across 44 mental health agencies, assessed using the interRAI Child and Youth Mental Health Assessment. Logistic regression analyses revealed that older age, male sex, extreme shyness, internalizing symptoms, externalizing symptoms, and poor relational strengths are all significant predictors of problematic video gaming (PVG). Further analyses suggested that, out of the internalizing symptoms, anhedonia was predictive of PVG in both males and females, but depressive symptoms and anxiety were not predictive of PVG when controlling for other variables in the model. Moreover, proactive aggression and extreme shyness were predictive of PVG in males, but not in females. The implications of these findings are discussed.http://www.mdpi.com/2414-4088/2/2/19video gamesInternet gamingproblematic gamingInternet gaming disorderdepressionanxietyshynessanhedoniaaggressioninterRAI
spellingShingle Chloe Lau
Shannon L. Stewart
Catalina Sarmiento
Donald H. Saklofske
Paul F. Tremblay
Who Is at Risk for Problematic Video Gaming? Risk Factors in Problematic Video Gaming in Clinically Referred Canadian Children and Adolescents
Multimodal Technologies and Interaction
video games
Internet gaming
problematic gaming
Internet gaming disorder
depression
anxiety
shyness
anhedonia
aggression
interRAI
title Who Is at Risk for Problematic Video Gaming? Risk Factors in Problematic Video Gaming in Clinically Referred Canadian Children and Adolescents
title_full Who Is at Risk for Problematic Video Gaming? Risk Factors in Problematic Video Gaming in Clinically Referred Canadian Children and Adolescents
title_fullStr Who Is at Risk for Problematic Video Gaming? Risk Factors in Problematic Video Gaming in Clinically Referred Canadian Children and Adolescents
title_full_unstemmed Who Is at Risk for Problematic Video Gaming? Risk Factors in Problematic Video Gaming in Clinically Referred Canadian Children and Adolescents
title_short Who Is at Risk for Problematic Video Gaming? Risk Factors in Problematic Video Gaming in Clinically Referred Canadian Children and Adolescents
title_sort who is at risk for problematic video gaming risk factors in problematic video gaming in clinically referred canadian children and adolescents
topic video games
Internet gaming
problematic gaming
Internet gaming disorder
depression
anxiety
shyness
anhedonia
aggression
interRAI
url http://www.mdpi.com/2414-4088/2/2/19
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