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The Impact of Online Game Addiction on Adolescent Mental Health: A Systematic Review and Meta-analysis
Open Access Macedonian Journal of Medical Sciences
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The excessive use of online games can disturb the psychological, physiological, and behavioral balance of adolescents. This study aimed to identify the factors contributing to online game addiction. On databases like Scopus (20 articles), ProQuest (113 articles), SAGE (214 articles), and Springer (596 articles), published within the last five years, a systematic review was carried out using the population, intervention, comparison, outcome, study design (PICOS) framework. The articles that were chosen employed empirical quantitative, qualitative, or mixed-methods research on young people who were addicted to online games and were published between 2018 and 2023. The review's inclusion criteria were met by 25 papers. Factors can increase the risk of adolescents experiencing online game addiction, including adolescent factors consisting of, adolescent life satisfaction, and duration of smartphone use, parenting and communication, parental support, and parental income, friendship relationships and the school environment. These findings are expected to serve as the foundation for parents and teenagers to identify the cause of problems in order to reduce harmful consequences. Nurses are expected to be able to identify elements that contribute to adolescent online game addiction and devise interventions to assist adolescents in liberating themselves.
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For most adolescents, gaming is a pleasurable pastime activity. However, research suggests that excessive online gaming may in extreme cases lead to symptoms commonly experienced by substance addicts, namely salience, mood modification, craving, and tolerance (Kuss & Griffiths, 2012). Particularly excessive engagement with both online and offline games appears to lead to addiction in a small minority of players. Since video gaming is particularly appealing to children and adolescents, it appears reasonable to suggest that these groups may be particularly at risk (i.e., more vulnerable and susceptible) of developing gaming addiction. Furthermore, it has been argued that because of the 24/7 nature and almost mandatory excessive play required in playing online games (such as World of Warcraft and Everquest), online gaming may be more problematic for ‘at risk’ individuals than offline gaming (Griffiths, 2009).
Research examining Internet Gaming Disorder (IGD) has grown markedly in recent years. However, research on its psychological treatment is still scarce, especially with respect to efficacy of specific programs. The PIPATIC (Programa Individualizado Psicoterapéutico para la Adicción a las Tecnologías de la Información y la Comunicación) program is a 22-session specialized treatment for adolescents with IGD. The present paper briefly outlines the cases of four treatment-seeking male adolescents aged between 13 and 18 years with different clinical IGD profiles undergoing the treatment. A case study using an A-B-A' withdrawal design was conducted. After completing the PIPATIC program, all participants showed clinical improvement in the amount of time spent using video games and in the symptoms of IGD. Results also demonstrated Int J Ment Health Addiction
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Journal of Research and Health, 2024
Background: Adolescence is one of the most important developmental processes in one's life, and the habits gained during this period are likely to continue throughout life. This study determines whether there is a relationship between the digital game addiction levels of adolescents and their quality of life (QoL). Methods: This is a quantitative study with a relational screening model. It was conducted in Ankara Province, Turkey, and involved 650 adolescents aged 14-18 years, selected via the simple random sampling method in the 2022-2023 school year. The personal information form, KINDL QoL scale, and digital game addiction scale were used to collect the data. The data were analyzed using point double series correlation analysis and Pearson correlation analysis test. Results: The results showed that adolescents had a moderate QoL (Mean±SD 49.98±8.92), and they were in the risk group for digital game addiction (Mean±SD 44.6±17.51). There was no significant relationship between the QoL of the adolescents participating in the research and the levels of digital game addiction, except other than a significant, positive, and low-level relationship between the QoL and the emotion change and immersion, sub-dimension of the digital game addiction scale (r=0.079, P<0.005). In addition, there was a significant and positive relationship between the QoL, and a significant, positive, and moderate relationship between digital game addiction levels and gender of the adolescents (r pb =0.131, P<0.001; r pb =0.377, P<0.001). Conclusion: Precautions should be taken immediately because of the increased risk of addiction to digital games.
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The advancement of technology has enabled powerful microprocessors to render high-quality graphics for computer gaming. Despite being intended for leisure purposes, several components of the games alongside the gamer’s environmental factors have resulted in digital addiction (DA) towards computer games such as massively multiplayer online games (MMOG). Excessive gaming among adolescents has various negative impacts on an individual. However, only a few researchers have addressed the impact of DA on physical health. Thus, the primary objective of this research is to study the impact of DA on physical health among Malaysian adolescents. This study focuses on Malaysian adolescents of ages 12–18 years old who are addicted to computer games, specifically the MMOG. The methodology used for the study involves focus group discussions (FGD) and extensive literature study. The FGD sessions have involved both medical experts and game experts. The outcome of FGD discussion is recorded and justi...
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Background: Understanding factors influencing Internet and game addiction in children and adolescents is very important to prevent negative consequences; however, the existing factors in the literature remain inconclusive.Objective: This study aims to systematically map the existing literature of factors related to Internet and game addiction in adolescents.Methods: A scoping review was completed using three databases - Science Direct, PROQUEST Dissertations and Theses, and Google Scholar, which covered the years between 2009 to July 2020. Quality appraisal and data extraction were presented. A content analysis was used to synthesize the results.Results: Ultimately, 62 studies met inclusion criteria. There were 82 associated factors identified and grouped into 11 categories, including (1) socio-demographic characteristics, (2) parental and family factors, (3) device ownership, Internet access and location, social media, and the game itself, (4) personality/traits, psychopathology fa...
Research examining Internet Gaming Disorder (IGD) has grown markedly in recent years. However, research on its psychological treatment is still scarce, especially with respect to efficacy of specific programs. The PIPATIC (Programa Individualizado Psicoterapéutico para la Adicción a las Tecnologías de la Información y la Comunicación) program is a 22-session specialized treatment for adolescents with IGD. The present paper briefly outlines the cases of four treatment-seeking male adolescents aged between 13 and 18 years with different clinical IGD profiles undergoing the treatment. A case study using an A-B-A' withdrawal design was conducted. After completing the PIPATIC program, all participants showed clinical improvement in the amount of time spent using video games and in the symptoms of IGD.
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