Professional Documents
Culture Documents
net/publication/259192906
CITATIONS READS
42 930
8 authors, including:
Some of the authors of this publication are also working on these related projects:
The effects of a blue monochromatic light intervention on evening-type individuals’ sleep and circadian rhythms: A randomized, blinded,
controlled trial View project
All content following this page was uploaded by Geir Scott Brunborg on 24 March 2015.
Media Psychology
Publication details, including instructions for authors and
subscription information:
http://www.tandfonline.com/loi/hmep20
To cite this article: Geir Scott Brunborg , Rune Aune Mentzoni , Ole Rogstad Melkevik , Torbjørn
Torsheim , Oddrun Samdal , Jørn Hetland , Cecilie Schou Andreassen & StåLe Palleson (2013) Gaming
Addiction, Gaming Engagement, and Psychological Health Complaints Among Norwegian Adolescents,
Media Psychology, 16:1, 115-128, DOI: 10.1080/15213269.2012.756374
Taylor & Francis makes every effort to ensure the accuracy of all the information (the
“Content”) contained in the publications on our platform. However, Taylor & Francis,
our agents, and our licensors make no representations or warranties whatsoever as to
the accuracy, completeness, or suitability for any purpose of the Content. Any opinions
and views expressed in this publication are the opinions and views of the authors,
and are not the views of or endorsed by Taylor & Francis. The accuracy of the Content
should not be relied upon and should be independently verified with primary sources
of information. Taylor and Francis shall not be liable for any losses, actions, claims,
proceedings, demands, costs, expenses, damages, and other liabilities whatsoever or
howsoever caused arising directly or indirectly in connection with, in relation to or arising
out of the use of the Content.
This article may be used for research, teaching, and private study purposes. Any
substantial or systematic reproduction, redistribution, reselling, loan, sub-licensing,
systematic supply, or distribution in any form to anyone is expressly forbidden. Terms &
Conditions of access and use can be found at http://www.tandfonline.com/page/terms-
and-conditions
Downloaded by [Universitetsbiblioteket i Bergen] at 13:22 24 March 2015
Media Psychology, 16:115–128, 2013
Copyright © Taylor & Francis Group, LLC
ISSN: 1521-3269 print/1532-785X online
DOI: 10.1080/15213269.2012.756374
115
116 G. S. Brunborg et al.
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.
Electronic game playing has emerged as one of the most popular forms of
recreational activities among adolescents in the Western world. Such games
can be played on a number of devices, including personal computers, game
consoles, and mobile telephones, at home or on the go, and alone or in
the company of others. According to one study, the majority of young
Downloaded by [Universitetsbiblioteket i Bergen] at 13:22 24 March 2015
Sarin, Cavallo, & Potenza, 2010), between 1.9% and 2.3% in the Netherlands
(Lemmens et al., 2009), 0.2% in Germany (Festl, Scharkow, & Quandt, 2012),
and 0.9% in Norway (Frøyland, Hansen, Sletten, Torgersen, & Von Soest,
2010). The differences in estimated prevalence can probably be accounted
for by differences in the conceptualization of gaming addiction, assessment
methods, and sample characteristics (e.g., sampling techniques, age, and
response rates), as well as by country differences (Kuss & Griffiths, 2012).
Reworded DSM-IV-TR criteria for pathological gambling have been used
to measure the prevalence of gaming addiction (e.g., Choo et al., 2010;
Gentile, 2009; Tejeiro Salguero & Bersabé Morán, 2002). In line with the DSM-
IV-TR, polythetic scoring has also been used, whereby half or more of the
criteria need to be endorsed to be categorized as addicted. More conservative
estimates of gaming addiction have been obtained by using Lemmens et al.’s
(2009) Game Addiction Scale for Adolescents (GASA). This scale is based on
the six criteria (salience, tolerance, mood modification, withdrawal, relapse,
and conflict) for gaming addiction proposed by Griffiths (2005) in addition
to problems caused by excessive gaming. Prevalence estimates using the
GASA have been more conservative than those based on other assessment
approaches, as it has been used with a monothetic scoring procedure where
all of the criteria need to be endorsed (Lemmens et al., 2009; Mentzoni et al.,
2011).
Lemmens and colleagues (2009) presented evidence that the seven cri-
teria reflected different components of the same underlying concept. How-
ever, a developmental process has been suggested for behavioral addictions
whereby high engagement precedes addiction (Charlton, 2002). Charlton
and Danforth (2007) separated gaming addiction from high engagement by
factor analysis of gaming behavior items. They found evidence that addiction
involved conflict, behavioral salience, withdrawal, and relapse and rein-
statement. Engagement, on the other hand, involved tolerance, euphoria,
and cognitive salience. A recent meta-analysis of gaming addiction preva-
lence studies concluded that studies that used reworded DSM-criteria for
pathological gambling and polythetic scoring tended to overestimate the
prevalence because individuals who might be better regarded as highly
118 G. S. Brunborg et al.
METHODS
Measures
Downloaded by [Universitetsbiblioteket i Bergen] at 13:22 24 March 2015
The 7-item version of the GASA (Lemmens et al., 2009) was used. The scale
was made to reflect Griffiths’ (2005) six components of addiction (salience,
tolerance, mood modification, relapse, withdrawal, and conflict) and also
problems caused by excessive gaming. Respondents indicated their responses
on a 5-point scale (1 D never, 2 D almost never, 3 D sometimes, 4 D often,
and 5 D very often). Internal consistency (Cronbach’s alpha) for the scale in
the current study was .85. As suggested by Lemmens et al. (2009), each item
was regarded as endorsed if the response was 3 (sometimes) or higher.
Four groups were constructed based on the responses on the GASA
scale. In accordance with Charlton and Danforth (2007), respondents who
endorsed all four items tapping core addiction criteria (relapse, withdrawal,
conflict, and problems) were categorized as addicted gamers (n D 56). The
respondents who endorsed two or three core criteria were categorized as
problem gamers (n D 170). The respondents who endorsed all the three
items tapping gaming engagement (salience, tolerance, and mood modifi-
cation), but who fulfilled none or one of the core addiction criteria were
categorized as highly engaged gamers (n D 65). The remaining adolescents
comprised a non-addicted/non-problem/non-highly engaged contrast group
(n D 1029).
Time spent gaming was measured using the following item: ‘‘How many
hours a day do you usually spend playing PC-games or video games (Playsta-
tion, Xbox, GameCube, etc.) in your spare time?’’ Respondents answered this
question separately for weekdays and weekends. The response categories
were: 0 D not at all, 0.5 D about half an hour a day, 1 D about 1 hour
a day, 2 D about 2 hours a day, 3 D about 3 hours a day, 4 D about
4 hours a day, 5 D about 5 hours a day, 6 D about 6 hours a day, 7 D
about 7 hours a day, and 8 D about 8 hours or more a day. The responses
for weekdays were multiplied by five, and the responses for weekends were
120 G. S. Brunborg et al.
multiplied by two, and these values were subsequently added together. The
responses ranged from 0 to 49 hours per week.
Six items from the Health Behavior in School-Aged Children Symptom Check-
list (Haugland & Wold, 2001) were used. These were feeling low, being
irritable or in a bad mood, feeling nervous, difficulties sleeping, tired and
exhausted, and afraid. Participants were asked: ‘‘In the last 6 months: how
often have you experienced the following : : : ?’’ Each complaint was rated
on a five-point frequency scale: 1 D about every day, 2 D more than once a
week, 3 D about every week, 4 D about every month, or 5 D rarely or never.
Downloaded by [Universitetsbiblioteket i Bergen] at 13:22 24 March 2015
PHYSICAL EXERCISE
Physical exercise was assessed by the following item: ‘‘How many hours a
week do you participate in sports or exercise so vigorously that you become
short of breath and/or sweaty?’’ Responses were provided by selecting one
of the following response alternatives: none, about 1/2 hour, about 1 hour,
about 2–3 hours, about 4–6 hours, or 7 hours or more. The item has been
found to have acceptable test-retest reliability and validity (Booth, Okely,
Chey, & Bauman, 2001). Responses were rescaled into a continuous variable
in terms of hours per week where 0 D none, 0.5 D about 1/2 hour, 1 D
about 1 hour, 2.5 D about 2–3 hours, 5 D about 4–6 hours, and 7 D 7 hours
or more.
Statistics
To avoid estimation bias from the clustered sampling procedure, the analysis
was conducted using the cluster command in STATA, with school as the
primary sampling unit. This procedure produces standard errors that account
for the dependence between observations from members of the same cluster.
If not accounted for, dependence between observations tends to inflate the
type I error rate of conventional tests (Gelman & Hill, 2007). The differences
between the addicted gamers, the problem gamers, the highly engaged
gamers, and the contrast group in risk of psychological health complaints
was analyzed by modified Poisson regression with robust standard errors,
which has been proposed as an alternative to logistic regression because
it provides estimates of relative risk rather than odds ratio (Zou, 2004). The
Gaming and Psychological Health Complaints 121
RESULTS
Prevalence
Downloaded by [Universitetsbiblioteket i Bergen] at 13:22 24 March 2015
The proportion of respondents who endorsed all four items tapping the core
addiction criteria was used to estimate the prevalence of gaming addiction.
The estimated prevalence of gaming addiction was 4.2% (95% CI: 3.0–5.4).
The estimated prevalence for girls was 2.2% (95% CI: 1.1–3.3). For boys, the
prevalence was 6.5% (95% CI: 4.7–8.3).
In order to allow comparison with previous studies (Festl et al., 2012;
Mentzoni et al., 2011), we also estimated the prevalence of gaming ad-
diction using Lemmens and colleagues’ (2009) monothetic and polythetic
approaches. The monothetic approach involves endorsement of all the seven
criteria in the GASA. The estimated prevalence using this approach was 3.9%
(95% CI: 2.7–5.1). For girls it was 1.8% (95% CI: 0.7–3.0), and for boys it was
6.1% (95% CI: 4.4–7.8). The polythetic approach to scoring requires four
or more endorsed criteria. Using this approach, the estimated prevalence
of problematic gaming in the current study was 16.1% (95% CI: 14.1–18.2).
The estimated prevalence for girls was 7.0% (95% CI: 5.3–8.9). For boys, the
prevalence was 26.3% (95% CI: 22.7–29.9).
and physical exercise (Model 2) did not have an effect on these relationships.
However, both the addicted gamers and the problem gamers had higher risk
of feeling low in Model 2 compared to the contrast group.
In order to compare the addicted gamers to the highly engaged gamers
and problem gamers, the analyses was repeated with the addicted gamers as
the reference category. Compared to the addicted gamers, the highly engaged
gamers had significantly lower risk of feeling irritable or in a bad mood (RR D
0.53 [95% CI: 0.31–0.90], p < .05) feeling nervous (RR D 0.31 [95% CI: 0.14–
0.66], p < .01), and being tired and exhausted (RR D 0.49 [95% CI: 0.30–
0.84], p < .01). The highly engaged gamers did not differ in risk of feeling
low, having trouble sleeping, and feeling afraid, from the addicted gamers.
Compared to the addicted gamers, the problem gamers had significantly
lower risk of feeling irritable or in a bad mood (RR D 0.53 [95% CI: 0.31–0.90],
p < .01), feeling nervous (0.42 [95% CI: 0.26–0.67], p < .001), being tired and
exhausted (0.64 [95% CI: 0.45–0.91], p < .05), and feeling afraid (0.51 [95%
CI: 0.27–1.00], p < .05). The problem gamers did not have significantly lower
risk of feeling low and having trouble sleeping, compared to the addicted
gamers.
Dependent variables
Feeling low 20.0 (9.1–30.9)a 18.0 (11.5–24.5)a 10.8 (2.9–18.6)a 12.5 (10.4–14.6)a
Irritability or bad mood 47.3 (31.6–63.0) 26.3 (18.6–34.1)a 23.1 (12.2–34.0)ab 16.8 (14.6–19.1)b
Nervous 38.2 (24.4–50.9) 17.3 (10.5–24.0)a 10.8 (3.0–18.5)ab 10.8 (9.0–12.7)b
Trouble sleeping 29.1 (17.0–41.2)a 32.1 (24.9–39.4)a 13.8 (5.0–22.7)b 17.6 (15.0–20.2)b
Tired and exhausted 47.3 (33.7–60.8)a 34.3 (25.8–42.9)ab 24.6 (13.8–35.4)bc 19.9 (16.9–22.8)c
Afraid 16.4 (6.8–26.0)a 10.1 (5.9–14.4)ab 1.5 ( 0.2–4.7)bc 3.1 (2.0–4.3)c
Control variables
Gender (female) 26.8 (17.1–36.4)a 32.9 (25.9–39.9)a 16.9 (7.2–26.7)a 58.9 (55.9–61.9)
Physical exercise (M, SD) 2.62 (18.86–3.37)a 2.93 (2.62–3.24)a 3.30 (2.59–4.00)ab 3.61 (3.43–3.78)b
Note. The contrast group comprises non-addicted/non-problem/non-highly engaged adolescents. With 95% confi-
dence intervals in parentheses. Groups differ at p < .05 by chi-square (or t test) if they do not share a letter in
their superscripts.
Downloaded by [Universitetsbiblioteket i Bergen] at 13:22 24 March 2015
Model 1 RR (95% CI) RR (95% CI) RR (95% CI) RR (95% CI) RR (95% CI) RR (95% CI)
Model 2 RR (95% CI) RR (95% CI) RR (95% CI) RR (95% CI) RR (95% CI) RR (95% CI)
123
Contrast group 1.00 1.00 1.00 1.00 1.00 1.00
Highly engaged 1.25 (0.56–2.76) 1.56 (0.95–2.55) 1.40 (0.66–2.95) 0.93 (0.50–1.74) 1.47 (0.92–2.36) 1.11 (0.16–7.87)
gamers
Problem gamers 1.69 (1.18–2.43)** 1.56 (1.16–2.11)** 1.91 (1.32–2.77)** 1.95 (1.49–2.54)*** 1.89 (1.47–2.44)*** 4.29 (2.42–7.61)***
Addicted gamers 2.13 (1.25–3.63)** 2.93 (2.16–3.98)*** 4.59 (3.06–6.88)*** 1.90 (1.21–2.99)** 2.95 (2.16–4.03)*** 8.33 (4.53–15.32)***
Gender:
Boys 1.00 1.00 1.00 1.00 1.00 1.00
Girls 3.02 (2.16–4.23)*** 1.53 (1.20–1.94)** 2.01 (1.47–2.75)*** 1.42 (1.13–1.80)** 1.57 (1.26–1.95)*** 5.12 (2.70–9.70)***
Physical exercise 0.90 (0.84–0.97)** 0.89 (0.84–0.93)*** 0.96 (0.90–1.03) 1.00 (0.95–1.05) 0.98 (0.94–1.03) 0.82 (0.72–0.93)**
Note. The contrast group comprises non-addicted and non-highly engaged adolescents.
RR D Risk ratio.
*p < .05, **p < .01, ***p < .001.
124 G. S. Brunborg et al.
DISCUSSION
country differences.
The results showed that adolescents who were addicted to gaming and
the less severe problem gamer group both had greater risk of feeling low,
feeling irritable or in a bad mood, feeling nervous, being tired and exhausted,
and feeling afraid. This is in line with findings from previous studies (Charlton
& Danforth, 2010; Choo et al., 2010; Gentile et al., 2011; Mentzoni et al.,
2011) and suggests that gaming addiction is associated with a wide range
of negative outcomes. Adolescents who were highly engaged with gaming,
on the other hand, did not have increased risk of any of the psychological
complaints. This is in accordance with previous findings suggesting that high
engagement seems to be unrelated to health (Charlton & Danforth, 2010).
Hence, the results met our expectation that addicted gamers and problem
gamers, but not highly engaged gamers, had greater risk of psychological
health complaints compared to other adolescents. Direct comparison also
showed that highly engaged gamers had significantly lower risk of feeling
irritable or in a bad mood, feeling nervous, and being tired and exhausted
compared to the addicted gamers. However, there were no differences be-
tween the two groups in terms of risk of feeling low, having trouble sleeping,
and feeling afraid. This suggests that what separates addicted gamers from
highly engaged gamers is that the addicted gamers are more irritable, more
nervous, and more tired, but that they may not be distinguished in terms of
symptoms of depression, sleep problems, and frightfulness.
Both addicted gamers and problem gamers had greater risk of psycho-
logical health complaints compared to the contrast group. However, direct
comparisons showed that the addicted gamers had significantly greater risk of
feeling irritable or in a bad mood, feeling nervous, being tired and exhausted,
and feeling afraid compared to the problem gamers. This suggests that the
problem gaming category can be used to distinguish gamers with a somewhat
lower magnitude of problems from other adolescents, but that using the
addiction category makes this distinction clearer.
As in previous studies, we found differences in gender distribution for
the gaming groups and in the prevalence of psychological health complaints,
Gaming and Psychological Health Complaints 125
and we found that physical exercise was negatively associated with psy-
chological health complaints (e.g., Callaghan, 2004). However, our analyses
showed that these relationships could not account for the higher risk of psy-
chological health complains among addicted gamers and problem gamers.
The results from the current study suggest that gaming addiction is
associated with psychological health complaints, but that strong engage-
ment with games is not. This is in line with findings reported by Charlton
and Danforth (2007), Ferguson and colleagues (2011), as well as by Skoric
and colleagues (2009), and supports the growing notion that addiction and
engagement are qualitatively different phenomena. However, the addicted
gamers and the problem gamers in our study did not spent more time gaming
compared to the highly engaged gamers. This finding is not in line with
Downloaded by [Universitetsbiblioteket i Bergen] at 13:22 24 March 2015
In summary, the current study showed that the prevalence of gaming ad-
diction was 4.2% among a nationally representative sample of eighth graders
in Norway. The study also showed that the risk of several psychological
health complaints was greater for gaming addicts and problem gamers com-
pared to adolescents without problems and with high engagement. Further-
more, these findings could not be better accounted for by gender differences
or differences in physical exercise as these were included as control variables.
The current study supports the growing notion that gaming addiction and
strong engagement with games are qualitatively different phenomena.
REFERENCES
Currie, C. E., NicGabhainn, S., Godeau, E., & The International HBSC Network
Coordinating Committee. (2009). The health behaviour in school-aged children:
WHO collaborative cross-national (HBSC) study: Origins, concept, history and
development 1982–2008. International Journal of Public Health, 54, 131–139.
Desai, R. A., Krishnan-Sarin, S., Cavallo, D., & Potenza, M. N. (2010). Video-gaming
among high school students: Health correlates, gender differences, and prob-
lematic gaming. Pediatrics, 126, e1414–e1424.
Ferguson, C. J., Coulson, M., & Barnett, J. (2011). A meta-analysis of pathological
gaming prevalence and comorbidity with mental health, academic and social
problems. Journal of Psychiatric Research, 45, 1573–1578.
Festl, R., Scharkow, M., & Quandt, T. (2012). Problematic computer game use among
adolescents, younger and older adults. Addiction.
Frøyland, L. R., Hansen, M., Sletten, M. A., Torgersen, L., & Von Soest, T. (2010).
Downloaded by [Universitetsbiblioteket i Bergen] at 13:22 24 March 2015
Mentzoni, R. A., Brunborg, G. S., Molde, H., Myrseth, H., Skouverøe, K. J. M., Het-
land, J., & Pallesen, S. (2011). Problematic video game use: Estimated prevalence
and associations with mental and physical health. Cyberpsychology, Behavior,
and Social Networking, 14, 591–596.
O’Brien, C. (2010). Addiction and dependence in DSM-V. Addiction, 106, 866–867.
Podsakoff, P. M., MacKenzie, S. B., Lee, J. Y., & Podsakoff, N. (2003). Common
method biases in behavioral research: A critical review of the literature and
recommended remedies. Journal of Applied Psychology, 88, 879–903.
Primack, B. A., Carroll, M. V., McNamara, M., Klem, M. L., King, B., Rich, M., Chan,
C. W., & Nayak, S. (2012). Role of video games in improving health-related
outcomes. A systematic review. American Journal of Preventing Medicine, 42,
630–638.
Roberts, C., Freeman, J., Samdal, O., Schnohr, C. W., de Looze, M. E., Gabhainn,
Downloaded by [Universitetsbiblioteket i Bergen] at 13:22 24 March 2015
S. N., et al. (2009). The health behaviour in school-aged children (HBSC) study:
Methodological developments and current tensions. International Journal of
Public Health, 54, 140–150.
Sim, T., Gentile, D. A., Bricolo, F., Serpelloni, G., & Gulamoydeen, F. (2012). A
conceptual review of research on the pathological use of computers, video
games, and the Internet. International Journal of Mental Health and Addiction,
10, 748–769.
Skoric, M. M., Teo, L. L. C., & Neo, R. L. (2009). Children and video games: Addiction,
engagement and scholastic achievement. Cyberpsychology & Behavior, 12, 567–
572.
Tejeiro Salguero, R. A., & Bersabé Morán, R. M. (2002). Measuring problem video
game playing in adolescents. Addiction, 97, 1601–1606.
Zou, G. (2004). A modified Poisson regression approach to prospective studies with
binary data. American Journal of Epidemiology, 159, 702–706.