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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 |
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Link to article | https://www.scopus.com/inward/record.uri?eid=2-s2.0-85142470470&doi=10.3390%2fijerph192215058&partnerID=40&md5=e91b36e6906daa6b7a8325b45e4642ef |
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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. |
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Keywords | Behavior, Addictive; Cross-Sectional Studies; Female; Humans; Mental Health; Students; Video Games; future prospect; health monitoring; health status; health survey; life satisfaction; mental health; recreational activity; social behavior; socioeconomic conditions; student; young population; adolescent; adult; Article; distress syndrome; female; game addiction; Game Addiction Scale for Adolescent; gamification; Hopkins Symptoms Checklist 25; human; human relation; Internet; life satisfaction; Likert scale; male; mental disease; mental health; Satisfaction with Life Scale; Symptom Checklist 90; addiction; cross-sectional study; mental health; psychology; student; video game |