Statements in which the resource exists as a subject.
PredicateObject
rdf:type
lifeskim:mentions
pubmed:issue
2
pubmed:dateCreated
2004-12-10
pubmed:abstractText
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.
pubmed:commentsCorrections
pubmed:language
eng
pubmed:journal
pubmed:citationSubset
IM
pubmed:status
MEDLINE
pubmed:month
Oct
pubmed:issn
0033-2941
pubmed:author
pubmed:issnType
Print
pubmed:volume
95
pubmed:owner
NLM
pubmed:authorsComplete
Y
pubmed:pagination
641-50
pubmed:dateRevised
2006-11-15
pubmed:meshHeading
pubmed:year
2004
pubmed:articleTitle
Problems with computer games without monetary reward: similarity to pathological gambling.
pubmed:affiliation
Norwegian University of Science and Technology, Trondheim, Norway.
pubmed:publicationType
Journal Article, Research Support, Non-U.S. Gov't