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Original article
A R T I C L E I N F O A B S T R A C T
Article History: Purpose: Video gaming is one of the main recreational activities of children and adolescents. The American
Received 24 February 2021 Psychiatric Association and the World Health Organization recently proposed diagnostic criteria for a patho-
Revised 8 June 2021 logical use of video games. The objective is to explore the perceptions of adolescents concerning pathological
Accepted 9 June 2021
video game use.
Available online xxx
Methods: Qualitative study by semi structured individual interviews in the homes of adolescent gamers and
non-gamers living in France. The sampling was theoretical. The analysis followed an inductive approach fol-
Keywords:
lowing the phases of thematic analysis. The researchers used triangulation. Collection was concluded when
Video games
Adolescent behaviour
theoretical saturation had been reached.
Adolescent medicine Results: Seventeen adolescents aged 10−18 were interviewed between April 2018 and March 2019. The ado-
Primary care lescents recognised that video games use can be pathological. Deleterious consequences to physical, mental,
Family practice and social wellbeing associated with gaming were discussed. Mental health, family and social environments,
and the type of game seemed to influence the transition from recreational to pathological video-game use.
The adolescents agreed on the need to regulate their gaming, particularly through parental control and self-
control.
Conclusions: Risks and protective factors related to the types of video game, the adolescent, and the environ-
ment were identified. Parental support would help lower the risk of pathological gaming.
© 2021 The Author(s). Published by Elsevier Masson SAS. This is an open access article under the CC BY-NC-
ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/)
https://doi.org/10.1016/j.lpmope.2021.100012
2590-2504/© 2021 The Author(s). Published by Elsevier Masson SAS. This is an open access article under the CC BY-NC-ND license
(http://creativecommons.org/licenses/by-nc-nd/4.0/)
I. Cisamolo, M. Michel, M. Rabouille et al. La Presse Médicale Open 2 (2021) 100012
2.4. Analysis
The objective of this work was to explore the perceptions of ado-
lescents, gamers and non-gamers, concerning pathological video
The empirical data (transcriptions, audio recordings, logbooks of
games use.
observational data) were analysed using an inductive approach fol-
lowing the different phases of a thematic analysis (inspired by the
2. Methods grounded theory) [12]. The coding steps of the verbatim interviews
were carried out using Microsoft ExcelÒ . Every idea in a subject’s cita-
We conducted a qualitative study with semi-structured inter- tion (verbatim) was noted through an open code. Each open code was
views of adolescents, gamer and non-gamers, using a thematic analy- attached to a citation and to the author (e.g. Interview N°2). This first
sis approach. step was realized at the same time of the data collection.
Then, the conceptual categories were created. These categories
2.1. Participants summarized in 2 to 4 words the global concept issued from the
grouped open codes, with an effort of distancing and conceptualiza-
The target population was French adolescent gamers and non- tion. This step started after the codification of several interviews in
gamers, aged from 10 to 19 [11], who had or had not talk with a order to have enough material. This step continued after the end of
health professional about their use of video games. Subjects who data collection.
were not able to give their consent to participate in the study were The next step was the linking between conceptual categories to
excluded. define the links observed between them. This step, and those follow-
ing, were all done on paper, without the use of any software.
2.2. Recruitment Through this linking, a principal theme and 3−5 other secondary
themes should emerge. We then went back and forth between the
Sources of recruitment were family physicians, hospital-based empirical and theoretical data to build the themes. The development
doctors, and music teachers. The last source allowed a recruitment of of themes should permit to answer the research question.
adolescents not necessarily included in care plan and who had hob- Triangulation was used throughout these phases by the research-
bies. ers (M.M. M.R. I.C. and E.E.). We conducted an independent coding of
An informational letter was given to each of these contacts, who verbatims (M.M. and M.R.) and in case of disagreement, the opinion
forwarded an information sheet to the parents. of a third researcher was solicited (I.C., E.E.). Triangulation was used
The diversification of recruitment sources was designed to obtain to illuminate blind spots in an interpretive analysis.
a sample as varied as possible. Participants were recruited according
to the technique of theoretical sampling [12]. The criteria for subject 2.5. Ethics
matter that could lead to varied discussions were established by the
researchers based on a literature search conducted before the study. This research work received approval from the family medicine
The criteria were age, gender, medical attention linked to video ethics department of Toulouse (No. 2018-027 - on 16 August 2018). A
games, gaming habits, family situations. written informed consent was obtained from each adolescent, and
Once oral agreement was obtained from each adolescent and their from a parent for participants under 18 years old.
parents, the contacts transmitted their details to the researchers car-
rying out the interviews (M.M. or M.R. − female family medicine resi- 3. Results
dents). The researcher contacted the participant by telephone. She
introduced herself as a health researcher conducting research on ado- 3.1. Participants
lescents’ behaviours regarding video games, and set up the interview.
After each interview, a new participant was selected to obtain a 17 adolescents were recruited between April 2018 and March
different profile. 2019 in south-west France (see Table 1). Seven of the adolescents
contacted declined to take part in the study, without providing any
2.3. Data collection reason.
The adolescents recruited were aged between 10 and 18; the
Semi-structured individual interviews were conducted by one average age was 14.2. Ten adolescents were recruited by family
researcher (M.M. or M.R.) and then overseen by two family physician physicians, three by hospital-based doctors, two by music teachers
researchers (I.C. and E.E.). A face to face interview in their homes was and two by word-of-mouth recruitment. The sample comprised 4
agreed with the adolescents. The interviews were carried out using girls and 13 boys, all in school; two were non-gamers. Three adoles-
an interview guide created by the four researchers, trained in quali- cents had been taken to see a health care professional regarding their
tive research (M.M. M.R. and I.C. trained by theoretical teaching with gaming habits, which their parents saw as problematic.
4 classroom sessions at University Paul Sabatier (Toulouse, France), The interviews lasted between 20 and 103 min and the average
and E.E. with master’s degree (Paris, France)). This guide included duration was 42 min and 15 s.
2
I. Cisamolo, M. Michel, M. Rabouille et al.
Table 1
Characteristics of the sample of adolescents interviewed in 2018−2019 to explore the perception of pathological video game use.
Age Gender Schooling* Medical Media Game modeOnline Game modeSingle Type of game** Time playing*** Parental Family Siblings Parent
attention or offline or multiplayer (hours/day) Control Structure Professions****
linked to
video games
Interview 1 16 Male Year 12, Science No PC − Console Online and offline Single and multiplayer Adventure − Shooting Weekly No Biparental 4 3-3
W/d: 0 h W/e: 4h
Interview 2 12 Male Year 7 No PC − Console Online Single Adventure − Shooting Daily No Biparental 2 5-6
Tablet − Smartphone Offline Multiplayer Strategy W/d: 1 h W/e: 5h
Interview 3 15 Male Year 11 No PC − Console Online Single Adventure − Daily Yes Biparental 4 3-5
Offline Multiplayer Combat W/d: 3hW/e: 5h
Interview 4 17 Male Technical Tertiary Yes Console − Tablet Online Single Adventure − Combat Daily Yes Biparental 4 3-5
Studies Offline Multiplayer W/d: 2.5 h W/e: 3.5
Interview 5 11 Male Year 6 No Console − Tablet Offline Single Adventure − Sport Daily Yes Biparental 4 3-5
Multiplayer W/d: 45 min W/e:
45min
Interview 6 15 Female Year 11 No − − − − − − Biparental 2 3-3
Interview 7 16 Female Year 13, Science No PC − Console − Offline Single Management − Platform Weekly Yes Biparental 2 3-3
Smartphone Multiplayer Edutainment W/d: 4hW/e: 0h
Interview 8 14 Male Year 10 Yes Console Online Multiplayer Shooting − Sport Weekly Yes Single parent 3 2-6
W/d: 5 h W/e: 5h Divorce
Interview 9 13 Male Year 10 No Console Online Multiplayer Shooting − Sport Daily Yes Biparental 2 4-4
W/d: 2 h W/e: 8h
Interview 10 18 Male Year 13, STAV No PC − Smartphone Online Single MOBA − Shooting Weekly No Biparental 2 7-7
Offline Multiplayer W/d: 0 h W/e: 8h
Interview 11 17 Male Year 13, ES No Console − Smartphone Offline Multiplayer Adventure Occasional No Blended 3 3-4
Divorce
Interview 12 13 Female Year 9 No − − − − − − Biparental 3 4-4
Interview 13 13 Male Year 9 No Console − Tablet − Online Single Shooting Monthly No Biparental 2 3-4
Smartphone Offline Multiplayer
Interview 14 14 Male Year 10 No Console − Tablet Offline Multiplayer Adventure − Role Playing Weekly Yes Single parent 2 4-5
W/d: 0 h W/e: 1 to 10h Divorce
Interview 15 10 Male Year 6 No Console − Tablet Online Single Role Playing Weekly Yes Single parent 2 4-5
3
Interview 16 14 Male Year 10 Yes PC − Console Online Single Adventure − Role Playing Daily Yes Single parent 2 4-4
Tablet − Smartphone Offline Multiplayer Platform W/d: 3hW/e: 7h Divorce
Interview 17 14 Female Year 10 No Console Online Single Shooting Daily No Biparental 4 5-8
Offline Multiplayer W/d: 0−3 h W/e: 5h
* S: Scientific; BTS: Superior Technician Certificate; STAV: Agronomy Sciences and Technology; ES: Economics and Social Sciences.
** MOBA: Multiplayer Online Battle Arena (Typology of video games).
*** W/d: Weekday W/e: Weekend Weekly: Playing video games at least once a week, but not daily.
**** Socio-professional categories using French nomenclature:
1: Farmers
2: Artisans, retailers, and business leaders
3: Managers and higher intellectual professions
4: Intermediate professions
5: Employees
6: Manual workers
7: Retirees
The analysis of these 17 interviews generated four major themes: metabolic issues; and on mental health by impacting self-esteem,
mood, and social relationships. We noticed that self-esteem are both
adolescents’ descriptions of pathological video games use, cited as potentials benefit or risk of video gaming.
the effects of video games on health,
precipitating factors in the transition from recreational to pathologi- ‘There is obviously an impact on our life, either positive or negative’
Interview 3.
cal use,
protective factors in the transition from recreational to pathological
use.
3.7. Mood disturbance: the impact on self-esteem and social
relationships
3.2. Pathological video games use and its characteristics Loosing, or peer judgement of their performance, was a source of
frustration, anger, and sadness. Sometimes irritability was uncontrol-
Adolescents recognised the concept of pathological use of video lable, which could be a source of lowered self-worth and social
games. These characteristics, as defined by the adolescents, were: sig- isolation.
nificant playing time, neglecting the real world, confusion between
‘I am him, if he is rubbish, then so am I’ Interview 10.
the virtual world and the real world, and symptoms similar to those
linked to substance use.
3.4. Neglecting the real world and confusion with the virtual world
3.9. Family conflict
The game became the dominant activity in the life of the gamer,
Video games caused intra-family conflicts. Competition and
impoverishing his or her other activities. Friends and families were
restrictive parental controls exacerbated the conflict.
ignored, and the obligations of daily life neglected. The adolescents
referred to social isolation in the real world contrasted with a rich ‘I was in a fairly addictive phase (. . .) so there were problems
virtual social life. between my parents and me’ Interview 4.
The adolescents envisaged benefits as well as risks to their health 3.10.3. A deleterious family and social environment
from their gaming habits. The benefits of gaming could be: learning, A complex family structure (divorce, death of a parent, intra-fam-
positives interactions with players, and self-esteem. The risks arose ily conflict) was associated with pathological use. An environment
from abnormal and often excessive use. Pathological use could have without friends or in an isolated location was compensated by a great
consequences on physical health: eyesight, osteo-articular, and investment in the virtual world.
4
I. Cisamolo, M. Michel, M. Rabouille et al. La Presse Médicale Open 2 (2021) 100012
3.11. Protective factors in the transition to pathological video games use 4. Discussion
3.11.1. Protective tools specific to video games Adolescents interviewed recognised that pathological video
According to the respondents, adopting systems to manage the games use can have deleterious impacts on their physical and mental
amount of time spent gaming reduced the risk of pathological use. health. The principal characteristics of this pathological use were sig-
Complying with PEGI (Pan European Game Information) could avoid nificant playing time, neglecting the real world, and confusion
problematic use. Some of the adolescents suggested choosing less between the real and virtual worlds. The adolescents described the
addictive games. precipitating and protective factors linked to the type of game, the
adolescent, and his or her environment. Fig. 1
‘The console must shut down automatically (. . .) you should have to
wait some time before turning it back on’ Interview 10.
4.1. A critical view of adolescents’ gaming habits
RISK FACTORS
RISK FACTORS Massively multiplayer online
Problematic social relationships role-playing game, war
games, action games
PROTECTIVE FACTORS
PROTECTIVE FACTORS Limiting gaming time, pre-
ADOLESCENT VIDEO GAMES
Self-control by the adolescent. regulated by the gaming media :
Awareness of the potential risks Pan European Game Information
classification.
ENVIRONMENT
RISK FACTORS
PROTECTIVE FACTORS
Complex family model,
Supportive parental control
environment lacking friends
Fig. 1. Principal results of the perception of adolescents regarding a pathological video game use.
5
I. Cisamolo, M. Michel, M. Rabouille et al. La Presse Médicale Open 2 (2021) 100012
Criteria in accordance with the Criteria according to the Criteria according to the
ICD-11 classification DSM-5 classification adolescents interviewed
• Impaired control over gaming • Preoccupations by online games • Daily gaming
• Increasing priority given to gaming • Withdrawal symptoms (irritability, • Significant time spent gaming
→ takes precedence over other life anxiety, or sadness)
interests and daily activities • Neglecting the real world
• Tolerance
• Continuation or escalation of • Confusing the virtual world with the
gaming despite the occurrence of • Failed attempts at controlling real world and transposing certain
negative consequences participation in games dangerous acts
• Significant impairment in personal, • Loss of interest in previous leisure • Fewer other activities and isolation
family, social, educational, and entertainment activities
occupational, or other important
areas of functioning. • Can no longer be without video
• Excessive online gaming followed games
by psychosocial problems
• Over a period of at least 12 months
• Withdrawal symptoms
• Lying to family, therapists, or others
about the amount of time spent • Tolerance
online gaming
• Cravings
• Internet gaming to escape or
alleviate a negative mood
• Significant purchases
• Putting in danger/losing an
affectionate relationship/a job/study
or career opportunities
Key: Interchangeable criteria are words in bold and italic type in the text
Fig. 2. Relationship between the criteria proposed for diagnosing pathological video games use in accordance with the ICD-11 and DSM-5 classifications and the criteria suggested
by the adolescents interviewed.
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