Please use this identifier to cite or link to this item: https://doi.org/10.1542/peds.2010-1353
DC FieldValue
dc.titlePathological video game use among youths: A two-year longitudinal study
dc.contributor.authorGentile, D.A.
dc.contributor.authorChoo, H.
dc.contributor.authorLiau, A.
dc.contributor.authorSim, T.
dc.contributor.authorLi, D.
dc.contributor.authorFung, D.
dc.contributor.authorKhoo, A.
dc.date.accessioned2014-04-14T08:42:29Z
dc.date.available2014-04-14T08:42:29Z
dc.date.issued2011-02
dc.identifier.citationGentile, D.A., Choo, H., Liau, A., Sim, T., Li, D., Fung, D., Khoo, A. (2011-02). Pathological video game use among youths: A two-year longitudinal study. Pediatrics 127 (2) : e319-e329. ScholarBank@NUS Repository. https://doi.org/10.1542/peds.2010-1353
dc.identifier.issn00314005
dc.identifier.urihttp://scholarbank.nus.edu.sg/handle/10635/50267
dc.description.abstractOBJECTIVES: We aimed to measure the prevalence and length of the problem of pathological video gaming or Internet use, to identify risk and protective factors, to determine whether pathological gaming is a primary or secondary problem, and to identify outcomes for individuals who become or stop being pathological gamers. METHODS: A 2-year, longitudinal, panel study was performed with a general elementary and secondary school population in Singapore, including 3034 children in grades 3 (N=743), 4 (N=711), 7 (N=916), and 8 (N = 664). Several hypothesized risk and protective factors for developing or overcoming pathological gaming were measured, including weekly amount of game play, impulsivity, social competence, depression, social phobia, anxiety, and school performance. RESULTS: The prevalence of pathological gaming was similar to that in other countries (∼9%). Greater amounts of gaming, lower social competence, and greater impulsivity seemed to act as risk factors for becoming pathological gamers, whereas depression, anxiety, social phobias, and lower school performance seemed to act as outcomes of pathological gaming. CONCLUSION: This study adds important information to the discussion about whether video game "addiction" is similar to other addictive behaviors, demonstrating that it can last for years and is not solely a symptom of comorbid disorders. Copyright © 2011 by the American Academy of Pediatrics.
dc.description.urihttp://libproxy1.nus.edu.sg/login?url=http://dx.doi.org/10.1542/peds.2010-1353
dc.sourceScopus
dc.subjectDepression
dc.subjectImpulse control
dc.subjectLongitudinal
dc.subjectPathological video game use
dc.subjectVideo game addiction
dc.typeArticle
dc.contributor.departmentSOCIAL WORK
dc.description.doi10.1542/peds.2010-1353
dc.description.sourcetitlePediatrics
dc.description.volume127
dc.description.issue2
dc.description.pagee319-e329
dc.description.codenPEDIA
dc.identifier.isiut000286805200009
Appears in Collections:Staff Publications

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