Prevalence of Computer-gaming in the General Population of Adolescents: Results from a Czech Population-based Survey
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F61989592%3A15210%2F21%3A73605341" target="_blank" >RIV/61989592:15210/21:73605341 - isvavai.cz</a>
Výsledek na webu
<a href="https://obd.upol.cz/id_publ/333185227" target="_blank" >https://obd.upol.cz/id_publ/333185227</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1080/0144929X.2021.1891461" target="_blank" >10.1080/0144929X.2021.1891461</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Prevalence of Computer-gaming in the General Population of Adolescents: Results from a Czech Population-based Survey
Popis výsledku v původním jazyce
While video games can be helpful in personal development, participating in certain gaming activities may lead to negative effects such as video game addiction. The overuse of computer games, which can lead to reduced quality of life and affect a person’s practical skills, is now included in the DSM-5 guidelines as “Internet Gaming Disorder” (IGD). Despite greater interest from scientists in the topic and epidemiological papers suggesting that around 3% of adolescents suffer from IGD, there is currently no universally accepted psychometric method. Up until this point, no one has adequately mapped video game habits among adolescents in the Czech Republic. The goal of this research was to provide comprehensive information on the extent of their gaming and the incidence of video game addiction. Another goal of this research was to apply the established AICA-S scale method in the context of the Czech Republic to test its reliability. Additionally, we wanted to conduct a survey of the Czech adolescent population. The AICA-S scale was applied to results from 3,901 respondents aged between 11 and 19. During the 2017/2018 school year, a battery of questionnaires in "pen and paper" form was administered to students at primary schools and secondary schools. The respondents were selected from all the regions of the Czech Republic through a random stratified selection to ensure that the respondents were an accurate representation of students across the Czech Republic. The results were obtained using statistical methods such as ANOVA, chi-square tests and t-tests. These results affirm the psychometric quality of AICA-S and note the prevalence of IGD among Czech adolescents. Based on our results, 0.8% of our respondents fulfilled the criteria for an Internet Gaming Disorder. The primary risk factors are being male and attending primary school (ISCED 2). AICA-S proved to be a suitable method for determining the presence of Internet Gaming Disorder as well as a method for comparing different epidemiological studies, which require a multifaceted approach. In the future, this systematic and verified research method could be used to quickly and easily identify high-risk individuals, enabling swift intervention that may improve their quality of life. At the same time, it should also allow researchers to compare various additional research and survey results and establish a general overview of the situation. This would help establish and further describe Internet Gaming Disorder within the International Classification of Psychological Disorders.
Název v anglickém jazyce
Prevalence of Computer-gaming in the General Population of Adolescents: Results from a Czech Population-based Survey
Popis výsledku anglicky
While video games can be helpful in personal development, participating in certain gaming activities may lead to negative effects such as video game addiction. The overuse of computer games, which can lead to reduced quality of life and affect a person’s practical skills, is now included in the DSM-5 guidelines as “Internet Gaming Disorder” (IGD). Despite greater interest from scientists in the topic and epidemiological papers suggesting that around 3% of adolescents suffer from IGD, there is currently no universally accepted psychometric method. Up until this point, no one has adequately mapped video game habits among adolescents in the Czech Republic. The goal of this research was to provide comprehensive information on the extent of their gaming and the incidence of video game addiction. Another goal of this research was to apply the established AICA-S scale method in the context of the Czech Republic to test its reliability. Additionally, we wanted to conduct a survey of the Czech adolescent population. The AICA-S scale was applied to results from 3,901 respondents aged between 11 and 19. During the 2017/2018 school year, a battery of questionnaires in "pen and paper" form was administered to students at primary schools and secondary schools. The respondents were selected from all the regions of the Czech Republic through a random stratified selection to ensure that the respondents were an accurate representation of students across the Czech Republic. The results were obtained using statistical methods such as ANOVA, chi-square tests and t-tests. These results affirm the psychometric quality of AICA-S and note the prevalence of IGD among Czech adolescents. Based on our results, 0.8% of our respondents fulfilled the criteria for an Internet Gaming Disorder. The primary risk factors are being male and attending primary school (ISCED 2). AICA-S proved to be a suitable method for determining the presence of Internet Gaming Disorder as well as a method for comparing different epidemiological studies, which require a multifaceted approach. In the future, this systematic and verified research method could be used to quickly and easily identify high-risk individuals, enabling swift intervention that may improve their quality of life. At the same time, it should also allow researchers to compare various additional research and survey results and establish a general overview of the situation. This would help establish and further describe Internet Gaming Disorder within the International Classification of Psychological Disorders.
Klasifikace
Druh
J<sub>imp</sub> - Článek v periodiku v databázi Web of Science
CEP obor
—
OECD FORD obor
50101 - Psychology (including human - machine relations)
Návaznosti výsledku
Projekt
—
Návaznosti
S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2021
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
BEHAVIOUR & INFORMATION TECHNOLOGY
ISSN
0144-929X
e-ISSN
—
Svazek periodika
40
Číslo periodika v rámci svazku
11
Stát vydavatele periodika
GB - Spojené království Velké Británie a Severního Irska
Počet stran výsledku
8
Strana od-do
1169-1176
Kód UT WoS článku
000620541100001
EID výsledku v databázi Scopus
2-s2.0-85101191661