A cross-sectional study on gaming intensity and social vulnerability in adolescents that have a chronic condition

Dionysis Alexandridis, Sanne L Nijhof, Vincent G van der Rijst, Damian Y van der Neut, Renske Spijkerman, Gonneke W J M Stevens, Sander C J Bakkes, Heidi M B Lesscher, Regina J J M van den Eijnden, Cornelis K van der Ent, Gerrit van den Berg, Margot Peeters

Research output: Contribution to journalArticleAcademicpeer-review

Abstract

BACKGROUND: Adolescents growing up with a chronic condition might experience more social vulnerabilities compared to their healthy peers as an indirect result of their conditions. This can lead to a relatedness need frustration for these adolescents. Consequently, they might spend more time playing video games compared to their peers. Research shows that both social vulnerability and gaming intensity are predictors for problematic gaming. Therefore, we investigated if social vulnerability and gaming intensity are more pronounced in adolescents that have a chronic condition compared to the general population; and if these levels reflect the levels of a clinical group being treated for Internet Gaming Disorder (IGD).

METHODS: Data on peer problems and gaming intensity were compared from three separate samples: a national representative sample of adolescents, a clinical sample of adolescents that are undergoing treatment for IGD, and a sample of adolescents diagnosed with a chronic condition.

RESULTS: No differences were found on either peer problems or gaming intensity between the group of adolescents that have chronic conditions and the national representative group. The group with chronic conditions scored significantly lower on gaming intensity than the clinical group. No significant differences were found between these groups on peer problems. We repeated the analyses for boys only. Similar results were found for the group with chronic conditions compared to the national representative group. The group with chronic conditions now scored significantly lower on both peer problems and gaming intensity than the clinical group.

CONCLUSION: Adolescents growing up with a chronic condition appear similar in their gaming intensity and peer problems compared to their healthy peers.

Original languageEnglish
Article number1128156
Number of pages10
JournalFrontiers in Public Health
Volume11
DOIs
Publication statusPublished - 2023

Bibliographical note

Publisher Copyright:
Copyright © 2023 Alexandridis, Nijhof, van der Rijst, van der Neut, Spijkerman, Stevens, Bakkes, Lesscher, van den Eijnden, van der Ent, van den Berg and Peeters.

Funding

This study was funded by the Invigoration Grant Dynamics of Youth UU.

FundersFunder number
Invigoration Grant Dynamics of Youth UU

    Keywords

    • children
    • chronic condition
    • gaming
    • problematic gaming
    • social vulnerability

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