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

Publication date

2023

Authors

Alexandridis, DionysisISNI 000000050631741X
Nijhof, Sanne L
Van der Rijst, Vincent G.ISNI 0000000507748844
Neut, Damian van derORCID 0009-0000-0658-7525ISNI 0000000512640790
Spijkerman, Renske
Stevens, Gonneke W.J.M.ORCID 0000-0001-9929-7972ISNI 0000000393585134
Bakkes, SanderISNI 0000000387676056
Lesscher, Heidi M BISNI 0000000389471564
van den Eijnden, Regina J. J. M.ISNI 0000000393899010
van der Ent, Cornelis K

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Advisors

Supervisors

Document Type

Article
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cc_by

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.

Keywords

children, chronic condition, gaming, problematic gaming, social vulnerability, Public Health, Environmental and Occupational Health, SDG 3 - Good Health and Well-being

Citation

Alexandridis, D, Nijhof, S L, van der Rijst, V G, van der Neut, D Y, Spijkerman, R, Stevens, G W J M, Bakkes, S C J, Lesscher, H M B, van den Eijnden, R J J M, van der Ent, C K, van den Berg, G & Peeters, M 2023, 'A cross-sectional study on gaming intensity and social vulnerability in adolescents that have a chronic condition', Frontiers in Public Health, vol. 11, 1128156. https://doi.org/10.3389/fpubh.2023.1128156