A Cross-Lagged Study of Developmental Trajectories of Video Game Engagement, Addiction, and Mental Health

Autor: Elfrid Krossbakken; Ståle Pallesen; Rune Aune Mentzoni; Daniel Luke King; Helge Molde; Turi Reiten Finserås; Torbjørn Torsheim
Sprache: Englisch
Veröffentlicht: 2018
Quelle: Directory of Open Access Journals: DOAJ Articles
Online Zugang: https://www.frontiersin.org/article/10.3389/fpsyg.2018.02239/full
https://doaj.org/toc/1664-1078
1664-1078
doi:10.3389/fpsyg.2018.02239
https://doaj.org/article/69683b32f5c64ff9b24b397db8ec416d
https://doi.org/10.3389/fpsyg.2018.02239
https://doaj.org/article/69683b32f5c64ff9b24b397db8ec416d
Erfassungsnummer: ftdoajarticles:oai:doaj.org/article:69683b32f5c64ff9b24b397db8ec416d

Zusammenfassung

Objectives: Video game addiction has been associated with an array of mental health variables. There is a paucity of longitudinal studies investigating such associations, and studies differentiating addicted gaming from problem and engaged (i.e., frequent but non-problem) gaming. The current explorative study investigate the natural course of gaming behavior in three sub-studies. The aim of study 1 was to investigate antecedents and consequences of video game addiction measured as a unidimensional construct (pathological gaming). Aim of study 2 was to investigate the same associations in terms of typologies of gamers (“engaged,” “problem,” “addicted”). Furthermore, study 3 aimed to investigate the estimated stability and transitions occurring between the aforementioned typologies, and a non-pathological gaming group.Methods: A nationally representative sample of 3,000 adolescents aged 17.5 years was drawn from the population registry of Norway in 2012 and invited to participate in annual surveys spanning 3 years (NT1 = 2,059, NT2 = 1,334, NT3 = 1,277). The respondents completed measures of video game addiction, depression, anxiety, loneliness, aggression, and alcohol use disorder. Statistical analysis comprised cross-lagged path modeling, Satorra-Bentler chi square test (study 1), regression analyses (study 2), hidden Markov model of transition probabilities (study 3).Results: Findings in study 1 showed that depression and loneliness were reciprocally associated with pathological gaming. Physical aggression was identified as an antecedent, and anxiety was a consequence of pathological gaming. Investigation of the three typologies of gamers (study 2) identified loneliness and physical aggression as antecedents, and depression as a consequence of all typologies. Depression was found to be an antecedent of problem and engaged gamers. Loneliness was found as a consequence of problem gamers, and anxiety was a consequence of addicted gamers. High alcohol consumption was found antecedent to addicted gamers, and low ...