FIND IMPACT FOR ARTICLE

Analyze article and determine social impact





Id : 2385

Author :
Finserås T.R.; Sivertsen B.; Pallesen S.; Leino T.; Mentzoni R.A.; Skogen J.C.

Title


Different Typologies of Gamers Are Associated with Mental Health: Are Students DOOMed?

Reference :


Finserås T.R.; Sivertsen B.; Pallesen S.; Leino T.; Mentzoni R.A.; Skogen J.C. Different Typologies of Gamers Are Associated with Mental Health: Are Students DOOMed?,International Journal of Environmental Research and Public Health 19 22

Link to article https://www.scopus.com/inward/record.uri?eid=2-s2.0-85142470470&doi=10.3390%2fijerph192215058&partnerID=40&md5=e91b36e6906daa6b7a8325b45e4642ef
Abstract (1) Background: The inclusion of Internet Gaming Disorder in the Diagnostic and Statistical Manual for Mental Disorders (DSM-5) led to a rapid development of assessment instruments based on the suggested diagnosis. However, previous studies suggest that some of the symptoms in the diagnosis reflect engagement in gaming rather than a disorder or addiction. The aim of the present cross-sectional study was to investigate mental health associations with different typologies of gamers. (2) Methods: Data stemmed from a large national survey of students (SHoT2022) that was conducted between February and April 2022 (N = 59,544). Participants were categorized into non-gamers, recreational gamers, engaged gamers, problematic gamers, and addicted gamers. Logistic regression models adjusted for age were analyzed with and without gender-stratification for mental distress and life satisfaction as dependent variables across gaming categories. (3) Results: The proportion reporting case-level mental distress was lower for recreational gamers compared to non-gamers, indicating fewer mental health problems for recreational gamers. However, after stratifying the analysis by gender, female recreational gamers had higher levels of mental distress compared to female non-gamers, reflecting Simpson’s paradox. (4) Conclusions: Future studies investigating mental health and gaming should include a gender perspective. © 2022 by the authors.



Results:


                            Impact                            

                   Certainity                   

Health and Wellbeing

0.9973
Urban and Territorial Renovation 0.0040
Peoples Engagement and Participation 0.0033
Note: Due to lack of computing power, results have been previously created and saved in database