Perceived problems with computer gaming and internet use among adolescents: measurement tool for non-clinical survey studies

Research output: Contribution to journalJournal articleResearchpeer-review

Standard

Perceived problems with computer gaming and internet use among adolescents : measurement tool for non-clinical survey studies. / Holstein, Bjørn E; Pedersen, Trine Pagh; Bendtsen, Pernille; Madsen, Katrine Rich; Meilstrup, Charlotte Riebeling; Nielsen, Line; Rasmussen, Mette.

In: B M C Public Health, Vol. 14, 361, 15.04.2014, p. 361.

Research output: Contribution to journalJournal articleResearchpeer-review

Harvard

Holstein, BE, Pedersen, TP, Bendtsen, P, Madsen, KR, Meilstrup, CR, Nielsen, L & Rasmussen, M 2014, 'Perceived problems with computer gaming and internet use among adolescents: measurement tool for non-clinical survey studies', B M C Public Health, vol. 14, 361, pp. 361. https://doi.org/10.1186/1471-2458-14-361

APA

Holstein, B. E., Pedersen, T. P., Bendtsen, P., Madsen, K. R., Meilstrup, C. R., Nielsen, L., & Rasmussen, M. (2014). Perceived problems with computer gaming and internet use among adolescents: measurement tool for non-clinical survey studies. B M C Public Health, 14, 361. [361]. https://doi.org/10.1186/1471-2458-14-361

Vancouver

Holstein BE, Pedersen TP, Bendtsen P, Madsen KR, Meilstrup CR, Nielsen L et al. Perceived problems with computer gaming and internet use among adolescents: measurement tool for non-clinical survey studies. B M C Public Health. 2014 Apr 15;14:361. 361. https://doi.org/10.1186/1471-2458-14-361

Author

Holstein, Bjørn E ; Pedersen, Trine Pagh ; Bendtsen, Pernille ; Madsen, Katrine Rich ; Meilstrup, Charlotte Riebeling ; Nielsen, Line ; Rasmussen, Mette. / Perceived problems with computer gaming and internet use among adolescents : measurement tool for non-clinical survey studies. In: B M C Public Health. 2014 ; Vol. 14. pp. 361.

Bibtex

@article{752ce282d03e4ac9a8697f3dc54fb578,
title = "Perceived problems with computer gaming and internet use among adolescents: measurement tool for non-clinical survey studies",
abstract = "BACKGROUND: Existing instruments for measuring problematic computer and console gaming and internet use are often lengthy and often based on a pathological perspective. The objective was to develop and present a new and short non-clinical measurement tool for perceived problems related to computer use and gaming among adolescents and to study the association between screen time and perceived problems.METHODS: Cross-sectional school-survey of 11-, 13-, and 15-year old students in thirteen schools in the City of Aarhus, Denmark, participation rate 89%, n=2100. The main exposure was time spend on weekdays on computer- and console-gaming and internet use for communication and surfing. The outcome measures were three indexes on perceived problems related to computer and console gaming and internet use.RESULTS: The three new indexes showed high face validity and acceptable internal consistency. Most schoolchildren with high screen time did not experience problems related to computer use. Still, there was a strong and graded association between time use and perceived problems related to computer gaming, console gaming (only boys) and internet use, odds ratios ranging from 6.90 to 10.23.CONCLUSION: The three new measures of perceived problems related to computer and console gaming and internet use among adolescents are appropriate, reliable and valid for use in non-clinical surveys about young people's everyday life and behaviour. These new measures do not assess Internet Gaming Disorder as it is listed in the DSM and therefore has no parity with DSM criteria. We found an increasing risk of perceived problems with increasing time spent with gaming and internet use. Nevertheless, most schoolchildren who spent much time with gaming and internet use did not experience problems.",
author = "Holstein, {Bj{\o}rn E} and Pedersen, {Trine Pagh} and Pernille Bendtsen and Madsen, {Katrine Rich} and Meilstrup, {Charlotte Riebeling} and Line Nielsen and Mette Rasmussen",
year = "2014",
month = apr,
day = "15",
doi = "10.1186/1471-2458-14-361",
language = "English",
volume = "14",
pages = "361",
journal = "BMC Public Health",
issn = "1471-2458",
publisher = "BioMed Central Ltd.",

}

RIS

TY - JOUR

T1 - Perceived problems with computer gaming and internet use among adolescents

T2 - measurement tool for non-clinical survey studies

AU - Holstein, Bjørn E

AU - Pedersen, Trine Pagh

AU - Bendtsen, Pernille

AU - Madsen, Katrine Rich

AU - Meilstrup, Charlotte Riebeling

AU - Nielsen, Line

AU - Rasmussen, Mette

PY - 2014/4/15

Y1 - 2014/4/15

N2 - BACKGROUND: Existing instruments for measuring problematic computer and console gaming and internet use are often lengthy and often based on a pathological perspective. The objective was to develop and present a new and short non-clinical measurement tool for perceived problems related to computer use and gaming among adolescents and to study the association between screen time and perceived problems.METHODS: Cross-sectional school-survey of 11-, 13-, and 15-year old students in thirteen schools in the City of Aarhus, Denmark, participation rate 89%, n=2100. The main exposure was time spend on weekdays on computer- and console-gaming and internet use for communication and surfing. The outcome measures were three indexes on perceived problems related to computer and console gaming and internet use.RESULTS: The three new indexes showed high face validity and acceptable internal consistency. Most schoolchildren with high screen time did not experience problems related to computer use. Still, there was a strong and graded association between time use and perceived problems related to computer gaming, console gaming (only boys) and internet use, odds ratios ranging from 6.90 to 10.23.CONCLUSION: The three new measures of perceived problems related to computer and console gaming and internet use among adolescents are appropriate, reliable and valid for use in non-clinical surveys about young people's everyday life and behaviour. These new measures do not assess Internet Gaming Disorder as it is listed in the DSM and therefore has no parity with DSM criteria. We found an increasing risk of perceived problems with increasing time spent with gaming and internet use. Nevertheless, most schoolchildren who spent much time with gaming and internet use did not experience problems.

AB - BACKGROUND: Existing instruments for measuring problematic computer and console gaming and internet use are often lengthy and often based on a pathological perspective. The objective was to develop and present a new and short non-clinical measurement tool for perceived problems related to computer use and gaming among adolescents and to study the association between screen time and perceived problems.METHODS: Cross-sectional school-survey of 11-, 13-, and 15-year old students in thirteen schools in the City of Aarhus, Denmark, participation rate 89%, n=2100. The main exposure was time spend on weekdays on computer- and console-gaming and internet use for communication and surfing. The outcome measures were three indexes on perceived problems related to computer and console gaming and internet use.RESULTS: The three new indexes showed high face validity and acceptable internal consistency. Most schoolchildren with high screen time did not experience problems related to computer use. Still, there was a strong and graded association between time use and perceived problems related to computer gaming, console gaming (only boys) and internet use, odds ratios ranging from 6.90 to 10.23.CONCLUSION: The three new measures of perceived problems related to computer and console gaming and internet use among adolescents are appropriate, reliable and valid for use in non-clinical surveys about young people's everyday life and behaviour. These new measures do not assess Internet Gaming Disorder as it is listed in the DSM and therefore has no parity with DSM criteria. We found an increasing risk of perceived problems with increasing time spent with gaming and internet use. Nevertheless, most schoolchildren who spent much time with gaming and internet use did not experience problems.

U2 - 10.1186/1471-2458-14-361

DO - 10.1186/1471-2458-14-361

M3 - Journal article

C2 - 24731270

VL - 14

SP - 361

JO - BMC Public Health

JF - BMC Public Health

SN - 1471-2458

M1 - 361

ER -

ID: 260543480