Prevalence and risk factors of video game dependency in adolescence: results of a German nationwide survey.
In this article, results of a German nationwide survey (KFN schools survey 2007/2008) are presented. The controlled sample of 44,610 male and female ninth-graders was carried out in 2007 and 2008 by the Criminological Research Institute of Lower Saxony (KFN). According to a newly developed screening instrument (KFN-CSAS-II), which was presented to every third juvenile participant (N = 15,168), 3% of the male and 0.3% of the female students are diagnosed as dependent on video games. The data indicate a clear dividing line between extensive gaming and video game dependency (VGD) as a clinically relevant phenomenon. VGD is accompanied by increased levels of psychological and social stress in the form of lower school achievement, increased truancy, reduced sleep time, limited leisure activities, and increased thoughts of committing suicide. In addition, it becomes evident that personal risk factors are crucial for VGD. The findings indicate the necessity of additional research as well as the respective measures in the field of health care policies.
Rehbein
Florian
F
Criminological Research Institute of Lower Saxony (KFN), Hanover, Germany. frehbein@kfn.uni-hannover.de
Kleimann
Matthias
M
Mössle
Thomas
T
D000293:Adolescent; D016739:Behavior, Addictive / Q000453:epidemiology* / Q000523:psychology; D003430:Cross-Sectional Studies; D004521:Educational Measurement; D005260:Female; D005858:Germany / Q000453:epidemiology; D006801:Humans; D008297:Male; D015995:Prevalence; D011569:Psychiatric Status Rating Scales; D000297:Psychology, Adolescent / Q000295:instrumentation*; D012307:Risk Factors; D017678:Sex Distribution; D018910:Video Games / Q000523:psychology* / Q000706:statistics & numerical data