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Cyberpsychol Behav Soc Netw. 2013 Jan;16(1):72-6. doi: 10.1089/cyber.2012.0062. Epub 2012 Oct 25.

Trajectories of problem video gaming among adult regular gamers: an 18-month longitudinal study.

Author information

1
School of Psychology, The University of Adelaide, Adelaide, Australia. daniel.king@adelaide.edu.au

Abstract

A three-wave, longitudinal study examined the long-term trajectory of problem gaming symptoms among adult regular video gamers. Potential changes in problem gaming status were assessed at two intervals using an online survey over an 18-month period. Participants (N=117) were recruited by an advertisement posted on the public forums of multiple Australian video game-related websites. Inclusion criteria were being of adult age and having a video gaming history of at least 1 hour of gaming every week over the past 3 months. Two groups of adult video gamers were identified: those players who did (N=37) and those who did not (N=80) identify as having a serious gaming problem at the initial survey intake. The results showed that regular gamers who self-identified as having a video gaming problem at baseline reported more severe problem gaming symptoms than normal gamers, at all time points. However, both groups experienced a significant decline in problem gaming symptoms over an 18-month period, controlling for age, video gaming activity, and psychopathological symptoms.

PMID:
23098213
DOI:
10.1089/cyber.2012.0062
[Indexed for MEDLINE]

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