Journal
JOURNAL OF MEDIA PSYCHOLOGY-THEORIES METHODS AND APPLICATIONS
Volume 30, Issue 2, Pages 53-65Publisher
HOGREFE PUBLISHING CORP
DOI: 10.1027/1864-1105/a000177
Keywords
video game addiction; online gaming; excessive game use; transient phenomenon; longitudinal survey; pathological gaming
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The popularity of digital games among adolescents has raised public and scientific concern about players drifting into excessive or pathological gaming patterns. Among the neglected issues in this area of research is the question of whether excessive gaming reflects a transient phenomenon during adolescence or a temporally stable pathological behavior that requires external intervention. In a correlational panel study with two points of measurement, we investigated the temporal stability of excessive gaming in German adolescents (N = 488; aged 12-17 years at Time 1) over a time lag of 1 year. Among the video game players in our sample, 2.8% were classified as excessive gamers at both points of measurement. The correlation of excessive gaming between T1 and T2 was found to be relatively moderate (r = .54). Detailed inspection revealed even lower stability scores for each single component of excessive gaming such as tolerance or conflict, with the most problematic elements (stealing, borrowing money because of gaming problems) displaying the lowest stabilities (r < .30). Thus, the results indicate that - at least for the large majority of adolescent players - excessive gaming is a transient and not a stable condition. Theoretical and policy implications are discussed.
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