Problems with Computer Games without Monetary Reward: Similarity to Pathological Gambling

Author:

Johansson Agneta1,Götestam K. Gunnar1

Affiliation:

1. Norwegian University of Science and Technology

Abstract

An epidemiological study was performed on a representative sample of the Norwegian youth population (12 to 18 years old, N = 3,237; response rate 45.2%). The percentage who were frequent players (weekly) of different computer games was 63.3%, and the percentage of infrequent users was 36.7%. A mean of 2.7% (4.2% of the boys, 1.1% of the girls) could be described as exhibiting “pathological playing” according to the criteria in the 1998 Diagnostic Questionnaire for Internet Addiction of Young, and an additional 9.82% (14.5% of the boys, 5.0% of the girls) were considered to be engaging in “at-risk playing.” Of the weekly gamblers, 4.2% fulfilled 5 criteria for pathological playing, and an additional 15.5% 3 to 4 criteria, i.e., at-risk playing. This indicated that frequent gaming on computer games without money rewards may be related to problematic playing even though no monetary reward is involved.

Publisher

SAGE Publications

Subject

General Psychology

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