Different Typologies of Gamers Are Associated with Mental Health: Are Students DOOMed?
Turi Reiten Finserås (),
Børge Sivertsen,
Ståle Pallesen,
Tony Leino,
Rune Aune Mentzoni and
Jens Christoffer Skogen
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Turi Reiten Finserås: Department of Health Promotion, Norwegian Institute of Public Health, 5015 Bergen, Norway
Børge Sivertsen: Department of Health Promotion, Norwegian Institute of Public Health, 5015 Bergen, Norway
Ståle Pallesen: Department of Psychosocial Science, University of Bergen, 5015 Bergen, Norway
Tony Leino: Department of Health Promotion, Norwegian Institute of Public Health, 5015 Bergen, Norway
Rune Aune Mentzoni: Department of Psychosocial Science, University of Bergen, 5015 Bergen, Norway
Jens Christoffer Skogen: Department of Health Promotion, Norwegian Institute of Public Health, 5015 Bergen, Norway
IJERPH, 2022, vol. 19, issue 22, 1-13
Abstract:
(1) Background: The inclusion of Internet Gaming Disorder in the Diagnostic and Statistical Manual for Mental Disorders (DSM-5) led to a rapid development of assessment instruments based on the suggested diagnosis. However, previous studies suggest that some of the symptoms in the diagnosis reflect engagement in gaming rather than a disorder or addiction. The aim of the present cross-sectional study was to investigate mental health associations with different typologies of gamers. (2) Methods: Data stemmed from a large national survey of students (SHoT2022) that was conducted between February and April 2022 (N = 59,544). Participants were categorized into non-gamers, recreational gamers, engaged gamers, problematic gamers, and addicted gamers. Logistic regression models adjusted for age were analyzed with and without gender-stratification for mental distress and life satisfaction as dependent variables across gaming categories. (3) Results: The proportion reporting case-level mental distress was lower for recreational gamers compared to non-gamers, indicating fewer mental health problems for recreational gamers. However, after stratifying the analysis by gender, female recreational gamers had higher levels of mental distress compared to female non-gamers, reflecting Simpson’s paradox. (4) Conclusions: Future studies investigating mental health and gaming should include a gender perspective.
Keywords: engaged gamers; Internet Gaming Disorder; mental distress; life satisfaction; young adults (search for similar items in EconPapers)
JEL-codes: I I1 I3 Q Q5 (search for similar items in EconPapers)
Date: 2022
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Persistent link: https://EconPapers.repec.org/RePEc:gam:jijerp:v:19:y:2022:i:22:p:15058-:d:973870
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