TY - JOUR
T1 - A cross-sectional study on gaming intensity and social vulnerability in adolescents that have a chronic condition
AU - Alexandridis, Dionysis
AU - Nijhof, Sanne L
AU - van der Rijst, Vincent G
AU - van der Neut, Damian Y
AU - Spijkerman, Renske
AU - Stevens, Gonneke W J M
AU - Bakkes, Sander C J
AU - Lesscher, Heidi M B
AU - van den Eijnden, Regina J J M
AU - van der Ent, Cornelis K
AU - van den Berg, Gerrit
AU - Peeters, Margot
N1 - Funding Information:
This study was funded by the Invigoration Grant Dynamics of Youth UU.
Publisher Copyright:
Copyright © 2023 Alexandridis, Nijhof, van der Rijst, van der Neut, Spijkerman, Stevens, Bakkes, Lesscher, van den Eijnden, van der Ent, van den Berg and Peeters.
PY - 2023/4/17
Y1 - 2023/4/17
N2 - BACKGROUND: Adolescents growing up with a chronic condition might experience more social vulnerabilities compared to their healthy peers as an indirect result of their conditions. This can lead to a relatedness need frustration for these adolescents. Consequently, they might spend more time playing video games compared to their peers. Research shows that both social vulnerability and gaming intensity are predictors for problematic gaming. Therefore, we investigated if social vulnerability and gaming intensity are more pronounced in adolescents that have a chronic condition compared to the general population; and if these levels reflect the levels of a clinical group being treated for Internet Gaming Disorder (IGD).METHODS: Data on peer problems and gaming intensity were compared from three separate samples: a national representative sample of adolescents, a clinical sample of adolescents that are undergoing treatment for IGD, and a sample of adolescents diagnosed with a chronic condition.RESULTS: No differences were found on either peer problems or gaming intensity between the group of adolescents that have chronic conditions and the national representative group. The group with chronic conditions scored significantly lower on gaming intensity than the clinical group. No significant differences were found between these groups on peer problems. We repeated the analyses for boys only. Similar results were found for the group with chronic conditions compared to the national representative group. The group with chronic conditions now scored significantly lower on both peer problems and gaming intensity than the clinical group.CONCLUSION: Adolescents growing up with a chronic condition appear similar in their gaming intensity and peer problems compared to their healthy peers.
AB - BACKGROUND: Adolescents growing up with a chronic condition might experience more social vulnerabilities compared to their healthy peers as an indirect result of their conditions. This can lead to a relatedness need frustration for these adolescents. Consequently, they might spend more time playing video games compared to their peers. Research shows that both social vulnerability and gaming intensity are predictors for problematic gaming. Therefore, we investigated if social vulnerability and gaming intensity are more pronounced in adolescents that have a chronic condition compared to the general population; and if these levels reflect the levels of a clinical group being treated for Internet Gaming Disorder (IGD).METHODS: Data on peer problems and gaming intensity were compared from three separate samples: a national representative sample of adolescents, a clinical sample of adolescents that are undergoing treatment for IGD, and a sample of adolescents diagnosed with a chronic condition.RESULTS: No differences were found on either peer problems or gaming intensity between the group of adolescents that have chronic conditions and the national representative group. The group with chronic conditions scored significantly lower on gaming intensity than the clinical group. No significant differences were found between these groups on peer problems. We repeated the analyses for boys only. Similar results were found for the group with chronic conditions compared to the national representative group. The group with chronic conditions now scored significantly lower on both peer problems and gaming intensity than the clinical group.CONCLUSION: Adolescents growing up with a chronic condition appear similar in their gaming intensity and peer problems compared to their healthy peers.
KW - children
KW - chronic condition
KW - gaming
KW - problematic gaming
KW - social vulnerability
UR - http://www.scopus.com/inward/record.url?scp=85159547386&partnerID=8YFLogxK
U2 - 10.3389/fpubh.2023.1128156
DO - 10.3389/fpubh.2023.1128156
M3 - Article
C2 - 37139357
SN - 2296-2565
VL - 11
JO - Frontiers in Public Health
JF - Frontiers in Public Health
M1 - 1128156
ER -