Gaming Disorder in Children and Adolescents: Risk Factors and Preventive Approaches

  • PDF / 379,147 Bytes
  • 8 Pages / 595.276 x 790.866 pts Page_size
  • 46 Downloads / 163 Views

DOWNLOAD

REPORT


GAMING (H-J RUMPF, SECTION EDITOR)

Gaming Disorder in Children and Adolescents: Risk Factors and Preventive Approaches Patrick K. Bender 1

&

El-Lim Kim 2 & Douglas A. Gentile 2

Accepted: 28 September 2020 # Springer Nature Switzerland AG 2020

Abstract Purpose of Review Gaming disorder can play a role in child and adolescent psychopathology, as research has associated gaming disorder with a range of negative psychosocial outcomes. Since any dysfunctional behavior can have important long-term consequences, approaches to prevent gaming behavior in youth from becoming problematic are clearly called for. In this paper, we discuss some of the risk factors that have been associated with gaming disorder in youth. Recent Findings Potential risk factors for gaming disorder in youth include attention problems, emotion dysregulation, problematic family relationships, and in-game needs satisfaction at the expense of needs satisfaction in daily life. These factors are related not only to gaming disorders but also to some of the other mental health issues that gaming disorder has been associated with. Summary Possible prevention strategies could focus on reducing attentional and cognitive issues among youth, which could be implemented in school settings via group training sessions. Approaches targeting emotion regulation skills would also be useful. Early intervention to alleviate poor family functioning could also be considered. Keywords Gaming disorder . Risk factors . Prevention . Children . Adolescents . Video game addiction

Introduction Playing video games is the norm, particularly among children and adolescents. In fact, according to a recent survey, 84% of US teens aged 13–17 have access to a game console at home and 90% of the teens play video games on computers, consoles, or phones [1]. Gaming is almost universal among boys (97%), and 83% of girls also report playing. Gaming, therefore, is considered normative behavior among youth. Nonetheless, a minority of child and adolescent gamers develop gaming behavior patterns associated with adverse psychosocial consequences, such as anxiety, depression, aggression, and social and academic difficulties [2••, 3, 4]. As a result, “gaming disorder” has recently been included in the ICD-11 This article is part of the Topical Collection on Gaming * Patrick K. Bender [email protected] 1

Department of Communication and Psychology, Aalborg University, Teglgårds Plads 1; Room 12.05, 9000 Aalborg, Denmark

2

Department of Psychology, Iowa State University, Ames, IA, USA

[5], after “Internet gaming disorder” in 2013 had already been included in Section III of the DSM-5 as a condition for further study [6]. Although there are minor differences between the two conceptualizations of problematic gaming, both refer to a disruptive behavioral pattern where an individual has lost control over their gaming behavior, and where gaming has taken precedence over other important life aspects and, as a consequence, is having a negative impact on that person’s life. In this paper, we will use t