Prevalence and Risk Factors of Video Game Dependency in Adolescence: Results of a German Nationwide Survey
By Florian Rehbein, Grad Psych, M. Kleimann, Grad Mediasci, Thomas Mößle. Cyberpsychology, Behavior, and Social Networking, 2010
499 citations recorded by the source corpus.
Subfields: Education, Sociology and Political Science, Speech and Hearing
View Paper: https://www.semanticscholar.org/paper/3c3fb39877ab48c88292a995b2d8942a6fc7b4fb
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Education
- Mark D. Griffiths
- Halley M. Pontes
- Daria J. Kuss
- D. A. Gentile
- Zsolt Demetrovics
- Jeroen S. Lemmens
- Orsolya Király
- Angeline Cheok Eng Khoo
In Sociology and Political Science
- Mark D. Griffiths
- Halley M. Pontes
- Daria J. Kuss
- Zsolt Demetrovics
- Orsolya Király
- Daniel L. King
- Michael Scharkow
- D. A. Gentile
In Speech and Hearing
Citations in the corpus
- Video Game and Internet Addiction: Is there a Need for Differentiation ? (2013, background): “In the CSAS-II video game addiction can be assumed for students with an overall total of 42 or more points, by which on average all itemsmeet with approval (Rehbein et al., 2010).”
- Assessment of internet gaming disorder in clinical research: Past and present perspectives (2014, background): “Nonetheless, prevalence rates reported among those studies using representative samples ranged from 3% in one study (19) to 9.”
- Problematic computer game use among adolescents, younger and older adults. (2013, background): “3%) [26], using different but related instruments and criteria to define gaming addiction.”
- Problematic Internet Use and Problematic Online Gaming Are Not the Same: Findings from a Large Nationally Representative Adolescent Sample (2014, unknown): “17,18 However, a critical methodological shortcoming of most of these studies is that they examined PIU and POG separately.”
- Parental Influences on Pathological Symptoms of Video-Gaming Among Children and Adolescents: A Prospective Study (2014, background): “…profiles of pathological videogamers by using a cut-off value of a half or more symptoms (e.g., 5–6 symptoms) out of the total number of symptoms (e.g., 9–11 symptoms) to differentiate pathological gamers from non-pathological gamers (e.g., Gentile 2009; Porter et al. 2010; Rehbein et al. 2010).”
- Internet Gaming Addiction: A Systematic Review of Empirical Research (2012, background): “5% of girls were at risk for developing dependence (Rehbein et al. 2010).”
- An Overview of Problematic Gaming (2015, background): “The prevalence rates in these studies were as follows: 1.7% in Germany (Rehbein et al., 2010); 4.2% in Norway (Brunborg et al., 2013); 4.6% in Hungary (Pápay et al., 2013); 8.5% in the United States (Gentile, 2009); and 9% in Singapore (Gentile et al., 2011).”
- The Social Media Disorder Scale (2016, unknown): “…criteria when de fi ning the criteria for the DSM-5 diagnosis of IGD, namely deception (e.g., Demetrovics et al., 2012; Gentile et al., 2011), displacement (e.g., Huang, Wang, Qian, Zhong, & Tao, 2007; Rehbein, Kleimann, & M € ossle, 2010), and con fl ict (e.g., Lemmens et al., 2009; Young,1996).”
- The Association Between Internet Gaming Disorder and Impulsivity: A Systematic Review of Literature (2019, methodology): “Eleven studies comprised student samples (Bailey et al. 2013; Gentile et al. 201; Hu et al. 2017; Irles and Gomis 2016; Liau et al. 2015; Rehbein et al. 2010; Sariyska et al. 2017; Stockdale and Coyne 2018; Walther et al. 2012; Wang et al. 2014 ;Wang et al. 2017); nine studies comprised outpatients…”
- Video Game Addiction: Past, Present and Future (2012, background): “[62] 2010 Germany 15,168 schoolchildren 14-16 KFN-CSAS-II 1.”
- Problematic Video Game Use: Estimated Prevalence and Associations with Mental and Physical Health (2011, unknown): “Our estimated prevalence was also lower than those reported by other previous studies, including one applying the same scale to a Dutch sample of adolescents, 5 a study using a sample of German ninth graders, 6 and a study of American adolescents.”
- Global prevalence of gaming disorder: A systematic review and meta-analysis (2020, background): “, 2010) and experience more gamingrelated problems than females (Rehbein et al., 2010; Turner et al., 2012; Vadlin et al., 2015; Wang et al., 2014).”
- An international consensus for assessing internet gaming disorder using the new DSM-5 approach. (2014, background): “Most focused on youth or young adults [9–13,15,17,19–24], with only a handful including adults [16,25,26].”
- Internet Gaming Addiction in Adolescence: Risk Factors and Maladjustment Correlates (2018, background): “(Rehbein et al. 2010).”