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Prevalence and Predictors of Video Game Addiction: A Study Based on a National Representative Sample of Gamers
Authors:Charlotte Thoresen Wittek  Turi Reiten Finserås  Ståle Pallesen  Rune Aune Mentzoni  Daniel Hanss  Mark D. Griffiths  Helge Molde
Affiliation:1.Department of Clinical Psychology,University of Bergen,Bergen,Norway;2.Department of Psychosocial Science,University of Bergen,Bergen,Norway;3.Faculty of Social and Cultural Sciences and Social Work,Hochschule Darmstadt - University of Applied Sciences,Darmstadt,Germany;4.International Gaming Research Unit, Psychology Division,Nottingham Trent University,Nottingham,UK
Abstract:Video gaming has become a popular leisure activity in many parts of the world, and an increasing number of empirical studies examine the small minority that appears to develop problems as a result of excessive gaming. This study investigated prevalence rates and predictors of video game addiction in a sample of gamers, randomly selected from the National Population Registry of Norway (N?=?3389). Results showed there were 1.4 % addicted gamers, 7.3 % problem gamers, 3.9 % engaged gamers, and 87.4 % normal gamers. Gender (being male) and age group (being young) were positively associated with addicted-, problem-, and engaged gamers. Place of birth (Africa, Asia, South- and Middle America) were positively associated with addicted- and problem gamers. Video game addiction was negatively associated with conscientiousness and positively associated with neuroticism. Poor psychosomatic health was positively associated with problem- and engaged gaming. These factors provide insight into the field of video game addiction, and may help to provide guidance as to how individuals that are at risk of becoming addicted gamers can be identified.
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