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Article: Is internet gaming disorder associated with suicidal behaviors among the younger generation? Multiple logistic regressions on a large-scale purposive sampling survey

TitleIs internet gaming disorder associated with suicidal behaviors among the younger generation? Multiple logistic regressions on a large-scale purposive sampling survey
Authors
KeywordsAdolescents
Internet gaming
Internet gaming disorder
Suicidal behaviors
Youths
Issue Date2023
Citation
Journal of Psychiatric Research, 2023, v. 161, p. 2-9 How to Cite?
AbstractThe ubiquity of Internet gaming as part of the younger generation's (11-35 year-olds) lifestyle to-day warrants a deeper understanding of its impact on their mental health. In particular, there has been scant research investigating the link between Internet Gaming Disorder (IGD) and suicidal behaviors in this demographic group, even though several mental health symptoms of the former are known risk factors for the latter. This paper aims to establish the presence or absence of association between IGD and each of suicidal ideation, self-harm, and suicide attempt among the younger generation. A large-scale online survey on Internet gamers in Hong Kong was conducted in February 2019. 3430 respondents were recruited through purposive sampling. Study samples were stratified into distinct age groups and multiple logistic regression was conducted for each measured suicidal behavior in each age group. After controlling for sociodemographics, Internet usage, self-reported bullying perpetration and bullying victimization, social withdrawal, and self-reported psychiatric diagnoses such as depression and psychosis, analyses revealed that adolescent (11-17 year-old) gamers with IGD were more likely than their peers who had no IGD to have had suicidal ideation, self-harm, and suicide attempt in their lifetime. These associations did not hold for 18-35 year-old gamers. Findings suggest that it may be prudent to recognize IGD as a growing public mental health priority for the young populace, particularly adolescents. Existing suicide prevention efforts can be complemented through screening adolescents for IGD, and could be expanded to online gaming platforms to reach more hidden at-risk individuals.
Persistent Identifierhttp://hdl.handle.net/10722/336369
ISSN
2023 Impact Factor: 3.7
2023 SCImago Journal Rankings: 1.553
ISI Accession Number ID

 

DC FieldValueLanguage
dc.contributor.authorJunus, Alvin-
dc.contributor.authorHsu, Yu cheng-
dc.contributor.authorWong, Clifford-
dc.contributor.authorYip, Paul S.F.-
dc.date.accessioned2024-01-15T08:26:14Z-
dc.date.available2024-01-15T08:26:14Z-
dc.date.issued2023-
dc.identifier.citationJournal of Psychiatric Research, 2023, v. 161, p. 2-9-
dc.identifier.issn0022-3956-
dc.identifier.urihttp://hdl.handle.net/10722/336369-
dc.description.abstractThe ubiquity of Internet gaming as part of the younger generation's (11-35 year-olds) lifestyle to-day warrants a deeper understanding of its impact on their mental health. In particular, there has been scant research investigating the link between Internet Gaming Disorder (IGD) and suicidal behaviors in this demographic group, even though several mental health symptoms of the former are known risk factors for the latter. This paper aims to establish the presence or absence of association between IGD and each of suicidal ideation, self-harm, and suicide attempt among the younger generation. A large-scale online survey on Internet gamers in Hong Kong was conducted in February 2019. 3430 respondents were recruited through purposive sampling. Study samples were stratified into distinct age groups and multiple logistic regression was conducted for each measured suicidal behavior in each age group. After controlling for sociodemographics, Internet usage, self-reported bullying perpetration and bullying victimization, social withdrawal, and self-reported psychiatric diagnoses such as depression and psychosis, analyses revealed that adolescent (11-17 year-old) gamers with IGD were more likely than their peers who had no IGD to have had suicidal ideation, self-harm, and suicide attempt in their lifetime. These associations did not hold for 18-35 year-old gamers. Findings suggest that it may be prudent to recognize IGD as a growing public mental health priority for the young populace, particularly adolescents. Existing suicide prevention efforts can be complemented through screening adolescents for IGD, and could be expanded to online gaming platforms to reach more hidden at-risk individuals.-
dc.languageeng-
dc.relation.ispartofJournal of Psychiatric Research-
dc.subjectAdolescents-
dc.subjectInternet gaming-
dc.subjectInternet gaming disorder-
dc.subjectSuicidal behaviors-
dc.subjectYouths-
dc.titleIs internet gaming disorder associated with suicidal behaviors among the younger generation? Multiple logistic regressions on a large-scale purposive sampling survey-
dc.typeArticle-
dc.description.naturelink_to_subscribed_fulltext-
dc.identifier.doi10.1016/j.jpsychires.2023.02.038-
dc.identifier.pmid36889223-
dc.identifier.scopuseid_2-s2.0-85149802912-
dc.identifier.volume161-
dc.identifier.spage2-
dc.identifier.epage9-
dc.identifier.eissn1879-1379-
dc.identifier.isiWOS:000992048100001-

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