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Prevalence and risk factors of internet gaming disorder and problematic internet use before and during the COVID-19 pandemic: A large online survey of Japanese adults.
Oka, Taiki; Hamamura, Toshitaka; Miyake, Yuka; Kobayashi, Nao; Honjo, Masaru; Kawato, Mitsuo; Kubo, Takatomi; Chiba, Toshinori.
  • Oka T; The Department of Decoded Neurofeedback, Computational Neuroscience Laboratories, Advanced Telecommunications Research Institute International, Kyoto, Japan.
  • Hamamura T; Health-improving Behavior Change Laboratory, Innovation Center, KDDI Research, Inc., Saitama, Japan.
  • Miyake Y; Technology Strategy Department, Technology Planning Division, KDDI CORPORATION, Tokyo, Japan.
  • Kobayashi N; Technology Strategy Department, Technology Planning Division, KDDI CORPORATION, Tokyo, Japan.
  • Honjo M; Health-improving Behavior Change Laboratory, Innovation Center, KDDI Research, Inc., Saitama, Japan.
  • Kawato M; The Department of Decoded Neurofeedback, Computational Neuroscience Laboratories, Advanced Telecommunications Research Institute International, Kyoto, Japan.
  • Kubo T; The Department of Brain Robot Interface, Computational Neuroscience Laboratories, Advanced Telecommunications Research Institute International, Kyoto, Japan.
  • Chiba T; The Department of Decoded Neurofeedback, Computational Neuroscience Laboratories, Advanced Telecommunications Research Institute International, Kyoto, Japan; The Department of Psychiatry, Self-Defense Forces Hanshin Hospital, Kawanishi, Japan; The Department of Psychiatry, Kobe University Graduate S
J Psychiatr Res ; 142: 218-225, 2021 10.
Article in English | MEDLINE | ID: covidwho-1340739
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ABSTRACT
Internet gaming disorder (IGD) and problematic internet use (PIU) are becoming increasingly detrimental to modern society, with serious consequences for daily functioning. IGD and PIU may be exacerbated by lifestyle changes imposed by the coronavirus 2019 (COVID-19) pandemic. This study investigated changes in IGD and PIU during the pandemic and risk factors for them. This study is a part of a larger online study of problematic smartphone use in Japan, originally planned in 2019, and expanded in August 2020 to include the impact of COVID-19. 51,246 adults completed an online survey during the pandemic (August 2020), in Japan. Of these, 3,938 had also completed the survey before the onset of the pandemic (December 2019) and were used as the study population to determine how the pandemic has influenced IGD and PIU. IGD was assessed using the Internet Gaming Disorder Scale (IGDS). PIU was measured using the Compulsive Internet Use Scale (CIUS). The prevalence of probable IGD during COVID-19 was 4.1% overall [95%CI, 3.9%-4.2%] (N = 51,246), and 8.6% among younger people (age < 30), 1-2.5% higher than reported before the pandemic. Probable PIU was 7.8% overall [95%CI, 7.6%-8.1%], and 17.0% [95%CI, 15.9%-18.2%] among younger people, 3.2-3.7% higher than reported before the pandemic. Comparisons before and during the pandemic, revealed that probable IGD prevalence has increased 1.6 times, and probable PIU prevalence by 1.5 times (IGD χ2= 619.9, p < .001, PIU χ2= 594.2, p < .001). Youth (age < 30) and COVID-19 infection were strongly associated with IGD exacerbation (odds ratio, 2.10 [95%CI, 1.18 to 3.75] and 5.67 [95%CI, 1.33 to 24.16]). Internet gaming disorder and problematic internet use appear to be aggravated by the pandemic. In particular, younger persons and people infected with COVID-19 are at higher risk for Internet Gaming Disorder. Prevention and treatment of these problems are needed.
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Full text: Available Collection: International databases Database: MEDLINE Main subject: Behavior, Addictive / Video Games / COVID-19 Type of study: Etiology study / Prevalence study / Risk factors Limits: Adolescent / Adult / Humans Country/Region as subject: Asia Language: English Journal: J Psychiatr Res Year: 2021 Document Type: Article Affiliation country: J.jpsychires.2021.07.054

Full text: Available Collection: International databases Database: MEDLINE Main subject: Behavior, Addictive / Video Games / COVID-19 Type of study: Etiology study / Prevalence study / Risk factors Limits: Adolescent / Adult / Humans Country/Region as subject: Asia Language: English Journal: J Psychiatr Res Year: 2021 Document Type: Article Affiliation country: J.jpsychires.2021.07.054