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image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Pediatrics Internati...arrow_drop_down
image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao
Pediatrics International
Article . 2020 . Peer-reviewed
License: Wiley Online Library User Agreement
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Relationship between problematic gaming and age at the onset of habitual gaming

Authors: Hideki Nakayama; Takanobu Matsuzaki; Satoko Mihara; Takashi Kitayuguchi; Susumu Higuchi;

Relationship between problematic gaming and age at the onset of habitual gaming

Abstract

AbstractBackgroundSome studies have revealed that a substantial proportion of the younger population has engaged in problematic gaming with even infants recently being able to enjoy video games. However, the relationship between the risk for problematic gaming and age at which habitual gaming starts remains unknown. This study therefore investigated this relationship among adolescents.MethodsA survey was conducted at eight public junior high schools across Japan. The questionnaire included items regarding the background, night‐time sleep, age at which weekly gaming began, time spent on the Internet and gaming, the Japanese version of Young’s Diagnostic Questionnaire, the Ten‐Item Internet Gaming Disorder Test (IGDT‐10), and others. We analyzed 549 participants who engaged in weekly gaming and have played games during the past year.ResultsAmong the participants, 1.8% were suspected to have Internet gaming disorder (IGDT‐10 ≥ 5). Bedtime and wake‐up time on weekdays and holidays were significantly later among problematic gamers (IGDT‐10 ≥ 3) than among normal gamers (IGDT‐10 ≤ 2). Onset of weekly gaming before the age of 5 was associated with a significantly higher risk of problematic gaming than onset of weekly gaming after the age of 10.ConclusionsOur results revealed that the risk for problematic gaming was positively associated with a younger age at which weekly gaming begins. Longitudinal problematic gaming prevention, starting from an early stage, is thus necessary.

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Keywords

Male, Sleep Wake Disorders, Schools, Adolescent, Age Factors, Behavior, Addictive, Japan, Video Games, Risk Factors, Surveys and Questionnaires, Humans, Female, Sleep, Students, Internet Addiction Disorder

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
52
Top 1%
Top 10%
Top 10%
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