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dc.contributor.authorFinserås, Turi Reiten
dc.contributor.authorSivertsen, Børge
dc.contributor.authorPallesen, Ståle
dc.contributor.authorLeino, Tony Mathias
dc.contributor.authorMentzoni, Rune Aune
dc.contributor.authorSkogen, Jens Christoffer
dc.date.accessioned2022-12-12T12:33:52Z
dc.date.available2022-12-12T12:33:52Z
dc.date.created2022-11-29T15:36:07Z
dc.date.issued2022
dc.identifier.issn1661-7827
dc.identifier.urihttps://hdl.handle.net/11250/3037269
dc.description.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.en_US
dc.language.isoengen_US
dc.publisherMDPIen_US
dc.rightsNavngivelse 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/deed.no*
dc.titleDifferent Typologies of Gamers Are Associated with Mental Health: Are Students DOOMed?en_US
dc.typeJournal articleen_US
dc.typePeer revieweden_US
dc.description.versionpublishedVersionen_US
dc.rights.holderCopyright 2022 The Author(s)en_US
dc.source.articlenumber15058en_US
cristin.ispublishedtrue
cristin.fulltextoriginal
cristin.qualitycode1
dc.identifier.doi10.3390/ijerph192215058
dc.identifier.cristin2084430
dc.source.journalInternational Journal of Environmental Research and Public Health (IJERPH)en_US
dc.identifier.citationInternational Journal of Environmental Research and Public Health (IJERPH). 2022, 19 (22), 15058.en_US
dc.source.volume19en_US
dc.source.issue22en_US


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Navngivelse 4.0 Internasjonal
Except where otherwise noted, this item's license is described as Navngivelse 4.0 Internasjonal