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Cyberpsychology, Behavior, and Social Networking | 2011

Problematic Video Game Use: Estimated Prevalence and Associations with Mental and Physical Health

Rune Aune Mentzoni; Geir Scott Brunborg; Helge Molde; Helga Myrseth; Knut Joachim Mår Skouverøe; Jørn Hetland; Ståle Pallesen

A nationwide survey was conducted to investigate the prevalence of video game addiction and problematic video game use and their association with physical and mental health. An initial sample comprising 2,500 individuals was randomly selected from the Norwegian National Registry. A total of 816 (34.0 percent) individuals completed and returned the questionnaire. The majority (56.3 percent) of respondents used video games on a regular basis. The prevalence of video game addiction was estimated to be 0.6 percent, with problematic use of video games reported by 4.1 percent of the sample. Gender (male) and age group (young) were strong predictors for problematic use of video games. A higher proportion of high frequency compared with low frequency players preferred massively multiplayer online role-playing games, although the majority of high frequency players preferred other game types. Problematic use of video games was associated with lower scores on life satisfaction and with elevated levels of anxiety and depression. Video game use was not associated with reported amount of physical exercise.


Journal of behavioral addictions | 2014

Is video gaming, or video game addiction, associated with depression, academic achievement, heavy episodic drinking, or conduct problems?

Geir Scott Brunborg; Rune Aune Mentzoni; Lars Roar Frøyland

Background and aims: While the relationships between video game use and negative consequences are debated, the relationships between video game addiction and negative consequences are fairly well established. However, previous studies suffer from methodological weaknesses that may have caused biased results. There is need for further investigation that benefits from the use of methods that avoid omitted variable bias. Methods: Two wave panel data was used from two surveys of 1,928 Norwegian adolescents aged 13 to 17 years. The surveys included measures of video game use, video game addiction, depression, heavy episodic drinking, academic achievement, and conduct problems. The data was analyzed using first-differencing, a regression method that is unbiased by time invariant individual factors. Results: Video game addiction was related to depression, lower academic achievement, and conduct problems, but time spent on video games was not related to any of the studied negative outcomes. Discussion: The findings were in line with a growing number of studies that have failed to find relationships between time spent on video games and negative outcomes. The current study is also consistent with previous studies in that video game addiction was related to other negative outcomes, but it made the added contribution that the relationships are unbiased by time invariant individual effects. However, future research should aim at establishing the temporal order of the supposed causal effects. Conclusions: Spending time playing video games does not involve negative consequences, but adolescents who experience problems related to video games are likely to also experience problems in other facets of life.


Journal of Sleep Research | 2011

The relationship between media use in the bedroom, sleep habits and symptoms of insomnia

Geir Scott Brunborg; Rune Aune Mentzoni; Helge Molde; Helga Myrseth; Knut Joachim Mår Skouverøe; Ståle Pallesen

This postal questionnaire study investigated the use of media in the bedroom and its relationships with sleep habits and symptoms of insomnia. The sample comprised 2500 individuals aged 16–40 years drawn randomly from the Norwegian national register. A total of 816 (34.0%) completed and returned the questionnaire. Respondents were asked how often they used computers, television sets, DVD players, game consoles and mobile telephones and listened to music/radio in their bedrooms. They also reported sleep habits on weekdays and at weekends/days off and symptoms of insomnia. After controlling for gender, age, anxiety and depression, the respondents who used a computer in the bedroom ‘often’ compared to ‘rarely’ rose later on weekdays and at weekends/days off, turned off the lights to go to sleep later at weekends/days off, slept more hours at weekends/days off and had a greater discrepancy between turning off the lights to go to sleep on weekdays and at weekends/days off. Respondents who used a mobile telephone in their bedrooms at night ‘often’ compared to ‘rarely’ turned off the lights to go to sleep later on weekdays and at weekends/days off, and rose later at weekends/days off. No such differences were found with the use of the other media. There were also no significant differences in symptoms of insomnia. This study indicates that the use of computers and mobile telephones in the bedroom are related to poor sleep habits, but that media use in the bedroom seems to be unrelated to symptoms of insomnia.


International Journal of Mental Health and Addiction | 2016

Prevalence and Predictors of Video Game Addiction: A Study Based on a National Representative Sample of Gamers

Charlotte Thoresen Wittek; Turi Reiten Finserås; Ståle Pallesen; Rune Aune Mentzoni; Daniel Hanss; Mark D. Griffiths; Helge Molde

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.


Media Psychology | 2013

Gaming Addiction, Gaming Engagement, and Psychological Health Complaints Among Norwegian Adolescents

Geir Scott Brunborg; Rune Aune Mentzoni; Ole Melkevik; Torbjørn Torsheim; Oddrun Samdal; Jørn Hetland; Cecilie Schou Andreassen; StåLe Palleson

Distinguishing high engagement with games from gaming addiction has been a challenge for researchers. We present evidence that an established self-report instrument can be used to distinguish addicted gamers from highly engaged gamers. The study used data from the World Health Organizations survey, Health Behaviour in School-Aged Children. A nationally representative sample of Norwegian eighth graders completed the Game Addiction Scale for Adolescents. Respondents who endorsed all four of the core criteria for addiction (relapse, withdrawal, conflict, and problems) were categorized as addicted gamers. Respondents who endorsed two or three of the core criteria were categorized as problem gamers. Those who endorsed all three peripheral criteria (salience, tolerance, and mood modification), but not more than one of the addiction criteria, were categorized as highly engaged gamers. Controlling for gender and physical exercise, gaming addicts and problem gamers had greater risk of feeling low, feeling irritable or in a bad mood, feeling nervous, feeling tired and exhausted, and feeling afraid. The highly engaged gamers did not have greater risk of psychological health complaints. This suggests that it is possible to distinguish addicted and problem gamers with psychological health complaints from adolescents who are merely highly engaged gamers.


Journal of Gambling Studies | 2013

Attentional Bias in Problem Gambling: A Systematic Review

Audhild Hønsi; Rune Aune Mentzoni; Helge Molde; Ståle Pallesen

Attentional bias has been the subject of extensive empirical investigation in connection with chemical addictions, and it has been demonstrated in users of several different substances. The findings show that substance users seem to notice and attend to substance-related stimuli more readily than non-substance-related stimuli. Less is known, however, about attentional bias in pathological gambling. This systematic review investigates the existing empirical evidence on attentional bias in problem and pathological gamblers. Eleven studies were identified and evaluated following a literature search. Key findings are that problem and pathological gamblers seem to exhibit attentional bias toward gambling-related stimuli across different measuring paradigms, although some negative findings were reported. Recommendations aimed at improving research on this topic include better validation of measures, the inclusion of manipulations of craving level, and adding variations in gambling severity as a variable, as well as gambling preference. Research on therapeutic procedures aimed at reducing attentional bias is also recommended.


Journal of Gambling Studies | 2015

Prevalence and Correlates of Problem Gambling in a Representative Sample of Norwegian 17-Year-Olds

Daniel Hanss; Rune Aune Mentzoni; Alex Blaszczynski; Helge Molde; Torbjørn Torsheim; Ståle Pallesen

We report data collected in a representative sample of 17-year-old Norwegians to investigate prevalence rates of non-problem, risk, and problem gambling, as measured by the Problem Gambling Severity Index (PGSI). In addition, we explored the importance of demographic, personality, motivational, social, and health variables explaining variance in adolescent gambling. Prevalence rates of risk and problem gambling were low but similar to those found in previous studies outside of Norway using the PGSI in adolescent samples. With regard to the relative importance of the various covariates, we found that motivational variables (future gambling intentions, attitudes toward gambling, and gambling-related knowledge) distinguished best between those who did not gamble, non-problem gamblers, and risk and problem gamblers. Furthermore, social variables were important covariates of adolescent gambling; significant associations were found for family and friends’ approval of gambling, parental monitoring, father’s level of education, and having relatives or friends with a history of a gambling disorder. We discuss possible reasons for differences between the covariates with regard to their importance for explaining adolescent gambling and address implications for future research.


Addiction | 2016

Problem gambling and the five-factor model of personality: A large population-based study

Geir Scott Brunborg; Daniel Hanss; Rune Aune Mentzoni; Helge Molde; Ståle Pallesen

BACKGROUND AND AIMS Knowledge of the personality characteristics of individuals who develop gambling problems is important for designing targeted prevention efforts. Previous studies of the relationship between the five-factor model of personality and gambling problems were based on small samples not representative of the general population. We estimated differences in neuroticism, extroversion, intellect, agreeableness and conscientiousness between non-problem gamblers and individuals with low, moderate and severe gambling problems. DESIGN Cross-sectional survey. SETTING Norway. PARTICIPANTS A total of 10 081 (51.5% female) individuals aged 16-74 years (mean age 46.5 years). MEASURES The Problem Gambling Severity Index, The Mini-International Personality Item Pool and demographic variables. Differences between groups of gamblers were analysed by ordinary least-squares regression models separately for each personality trait adjusting for gender, age, cohabitation, level of education and work status. FINDINGS Gamblers with low, moderate and severe levels of gambling problems differed significantly from non-problem gamblers in neuroticism (b = 0.16, 0.34 and 0.66, respectively, all P < 0.001) and conscientiousness (b = -0.13, -0.28 and -0.44, respectively, all P < 0.001). Moderate and severe problem gamblers differed from non-problem gamblers in agreeableness (b = -0.21, P < 0.001 and b = -0.20, P = 0.028, respectively). In addition, gambling problems were much more prevalent among men than women, and more prevalent among those who live alone, individuals without tertiary education and among those who are unemployed or on disability pension. CONCLUSIONS A higher level of problem gambling severity appears to be associated with higher scores on neuroticism, and with lower scores on conscientiousness and agreeableness in the Mini-International Personality Item Pool.


Cyberpsychology, Behavior, and Social Networking | 2015

Core and Peripheral Criteria of Video Game Addiction in the Game Addiction Scale for Adolescents

Geir Scott Brunborg; Daniel Hanss; Rune Aune Mentzoni; Ståle Pallesen

Abstract Assessment of video game addiction often involves measurement of peripheral criteria that indicate high engagement with games, and core criteria that indicate problematic use of games. A survey of the Norwegian population aged 16–74 years (N=10,081, response rate 43.6%) was carried out in 2013, which included the Gaming Addiction Scale for Adolescents (GAS). Confirmatory factor analysis showed that a two-factor structure, which separated peripheral criteria from core criteria, fitted the data better (CFI=0.963; RMSEA=0.058) compared to the original one-factor solution where all items are determined to load only on one factor (CFI=0.905, RMSEA=0.089). This was also found when we analyzed men aged ≤33 years, men aged >33 years, women aged ≤33 years, and women aged >33 years separately. This indicates that the GAS measures both engagement and problems related to video games. Multi-group measurement invariance testing showed that the factor structure was valid in all four groups (configural invariance) for the two-factor structure but not for the one-factor structure. A novel approach to categorization of problem gamers and addicted gamers where only the core criteria items are used (the CORE 4 approach) was compared to the approach where all items are included (the GAS 7 approach). The current results suggest that the CORE 4 approach might be more appropriate for classification of problem gamers and addicted gamers compared to the GAS 7 approach.


Journal of behavioral addictions | 2012

Tempo in electronic gaming machines affects behavior among at-risk gamblers

Rune Aune Mentzoni; Jon Christian Laberg; Geir Scott Brunborg; Helge Molde; Ståle Pallesen

Background and aims Electronic gaming machines (EGM) may be a particularly addictive form of gambling, and gambling speed is believed to contribute to the addictive potential of such machines. The aim of the current study was to generate more knowledge concerning speed as a structural characteristic in gambling, by comparing the effects of three different bet-to-outcome intervals (BOI) on gamblers bet-sizes, game evaluations and illusion of control during gambling on a computer simulated slot machine. Furthermore, we investigated whether problem gambling moderates effects of BOI on gambling behavior and cognitions. Methods 62 participants played a computerized slot machine with either fast (400 ms), medium (1700 ms) or slow (3000 ms) BOI. SOGS-R was used to measure pre-existing gambling problems. Mean bet size, game evaluations and illusion of control comprised the dependent variables. Results Gambling speed had no overall effect on either mean bet size, game evaluations or illusion of control, but in the 400 ms condition, at-risk gamblers (SOGS-R score > 0) employed higher bet sizes compared to no-risk (SOGS-R score = 0) gamblers. Conclusions The findings corroborate and elaborate on previous studies and indicate that restrictions on gambling speed may serve as a harm reducing effort for at-risk gamblers.

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Daniel Hanss

Darmstadt University of Applied Sciences

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Mark D. Griffiths

Nottingham Trent University

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