4.7 Article

Prevalence of problematic Internet use and problematic gaming in Spanish adolescents

Journal

PSYCHIATRY RESEARCH
Volume 326, Issue -, Pages -

Publisher

ELSEVIER IRELAND LTD
DOI: 10.1016/j.psychres.2023.115317

Keywords

Addictive behaviors; ICD-11; DSM-5; Over-pathologisation; Gaming disorder; Problematic gaming; Problematic internet use; Internet addiction; Prevalence

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Epidemiological studies on problematic Internet use and gaming have mainly relied on unrepresentative and self-selected convenience samples, leading to unreliable prevalence rates. This study examined a large sample of Spanish adolescents and found a prevalence of 33% for problematic Internet use and 3.1% for problematic gaming using the DSM-5 approach. However, using the more conservative ICD-11 approach, prevalence rates decreased to 2.98% for problematic Internet use and 1.8% for problematic gaming. Gender, parental education, Internet connection time, online behavior after midnight, and mobile phone use in class were identified as risk factors for both behaviors.
Epidemiological studies on problematic Internet use and problematic gaming conducted so far have mainly been carried out with unrepresentative and self-selected convenience samples, resulting in unreliable prevalence rates. This study estimates the prevalence of problematic Internet use and problematic gaming in a large sample of Spanish adolescents (N = 41,507) and identifies risk and protective factors for these risky behaviours. Data were collected online using the Adolescent Problem Internet Use Scale and the Adolescent Gaming Addiction Scale. Using a cut-off approach with measurement instruments inspired by the DSM-5 framework, we found a prevalence of 33% for problematic Internet use and 3.1% for problematic gaming. With a more conservative approach inspired by the ICD-11 framework, prevalence rates decreased to 2.98% for problematic Internet use and 1.8% for problematic gaming. Female gender, higher parents' education, elevated Internet connection time, reporting being online after midnight and using the mobile phone in class predicted problematic Internet use; whereas male gender, living situation where families do not have a traditional structure or stable environment, elevated Internet connection time and reporting using the mobile phone in class predicted problematic gaming. A cut-off approach involving scales that recycle substance use criteria (as in the DSM-5) over-pathologize Internet use and gaming behaviours. In contrast, the ICD-11 approach seems to provide more realistic and reliable prevalence rates.

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