» Articles » PMID: 38131745

Cognitive Patterns and Problematic Use of Video Games in Adolescents: A Cluster Analysis

Abstract

Background: Video game playing (VGP) is an increasingly common leisure activity among children and adolescents, although in some cases, it is accompanied by problems due to misuse.

Method: A sample of 2884 children and adolescents aged between 12 and 20, representative of the Community of Madrid (Spain), were studied using a cluster analysis to explore the existence of cognitive patterns associated with engagement, attitudes, and concurrent cognitions. We also explored the relationship between these patterns and problematic VGP, using the 2173 gamers as a reference.

Results: The concurrent cognitions were not qualitatively different between the problematic users and the others. High engagement and high activation of concurrent cognitions (intensity and frequency) showed the greatest relationship with problematic VGP.

Conclusions: The results suggest the existence of different groups of gamers and the relevance to include psycho-educational aspects in intervention programs, as well as the training of specific skills, especially those related with the control of activation. Limitations related to the sample size and potential supplementary analyses are acknowledged.

Citing Articles

Problematic Use of Video Games in Schooled Adolescents: The Role of Passion.

Failde Garrido J, Dapia Conde M, Folgar M, Brana Rey F Behav Sci (Basel). 2024; 14(11).

PMID: 39594292 PMC: 11590978. DOI: 10.3390/bs14110992.

References
1.
Andreassen C, Billieux J, Griffiths M, Kuss D, Demetrovics Z, Mazzoni E . The relationship between addictive use of social media and video games and symptoms of psychiatric disorders: A large-scale cross-sectional study. Psychol Addict Behav. 2016; 30(2):252-62. DOI: 10.1037/adb0000160. View

2.
Forrest C, King D, Delfabbro P . Maladaptive cognitions predict changes in problematic gaming in highly-engaged adults: A 12-month longitudinal study. Addict Behav. 2016; 65:125-130. DOI: 10.1016/j.addbeh.2016.10.013. View

3.
Labrador M, Labrador F, Crespo M, Echeburua E, Becona E . Cognitive Distortions in Gamblers and Non-gamblers of a Representative Spanish Sample. J Gambl Stud. 2019; 36(1):207-222. DOI: 10.1007/s10899-019-09870-z. View

4.
Schivinski B, Brzozowska-Wos M, Buchanan E, Griffiths M, Pontes H . Psychometric assessment of the Internet Gaming Disorder diagnostic criteria: An Item Response Theory study. Addict Behav Rep. 2018; 8:176-184. PMC: 6251978. DOI: 10.1016/j.abrep.2018.06.004. View

5.
Torres-Rodriguez A, Griffiths M, Carbonell X . The Treatment of Internet Gaming Disorder: a Brief Overview of the PIPATIC Program. Int J Ment Health Addict. 2018; 16(4):1000-1015. PMC: 6096606. DOI: 10.1007/s11469-017-9825-0. View