Elizabeth Suárez Soto, A. Peris de la Hoz, A. Sanchez Fernandez Quejo, Elisa Rodríguez Toscano, Natalia Lagunas, Blanca Reneses-Prieto, Alejandro de la Torre Luque
Background and objectives This study examined problematic video game use and its sociodemographic and clinical correlates in a sample of 1,410 Spanish video game players (33.6% women; mean age = 21.12 years, SD = 3.29).
Methods The participants completed a comprehensive set of assessment scales to evaluate clinical features: a sociodemographic interview, problematic video gaming (using the GAS-7), emotional symptoms (with the Goldberg Anxiety and Depression scales), suicidal ideation (with the Paykel Suicidal Ideation Scale), loneliness (De Jong Gierveld Loneliness Scale) and impulsivity (UPPS-P scale). Participants were classified based on problematic gaming severity. Differences between groups were explored for the clinical features assessed.
Results As a result, most participants showed a low-risk gaming pattern (88.2%), in comparison to those showing either excessive use of video games (10% of participants) or problematic (pathological) gaming use (almost 2%). Risk groups differed by sex (p < .01), but not age, education, or employment. Game time and frequency varied across risk groups, indicating higher use with greater risk. Clinical correlates were examined, with higher risk groups showing more depressive symptoms (p < .01), anxiety symptoms (p < .01), suicidal ideation (p < .01), and loneliness (p < .01). Impulsiveness dimensions also showed significant group differences, except for sensation seeking. In conclusion, problematic video game use was linked to higher levels of depressive symptoms, anxiety, suicidal ideation, loneliness, and impulsiveness.
Conclusion This study sheds light on the clinical aspects associated with different levels of problematic gaming.