Article Text

Download PDFPDF

OP-001 Adolescents’ digital game-playing habits and evaluation of game features
Free
  1. Ufuk Inaltun,
  2. Meltem Ileri
  1. Ankara Etlik City Hospital, Department of Pediatrics

Abstract

Aim Digital games have replaced classical games in the adolescent age group. It is known that digital games are offered to adolescents within certain rules and controls. However, there is insufficient data regarding adolescents’ attention and compliance with these recommendations. The study aimed to determine the digital game selections and internet gaming disorder rates of adolescents by the appropriateness criteria determined by international standards according to their ages.

Material and Method The study included 225 adolescents aged between 11 and 18 years old. The patients’ demographic characteristics, internet usage habits, computer literacy, social media memberships, and digital gaming profiles and habits were recorded with the Pan-European Game Information (PEGI) age game compatibility rating system. Also, the Internet Gaming Disorder Scale (IGDS)-Short Form, developed internationally to measure gaming addiction, was recorded. The relationship between demographic data, gaming profile and IGDS was evaluated.

Results It was determined that boys had significantly higher scores than girls in IGDS scores (p<0.05). Also, boys played significantly more PEGI-unsuitable games (p<0.001). The IGDS scores of those who were PEGI unsuitable were significantly higher (p<0.001). It was found that IGDS increased significantly with smoking. In addition, risky behaviors such as playing games with individuals they do not know and meeting with individuals they have met on the internet are significantly higher in adolescents with high IGDS. Boys play action and war games significantly more, while girls play strategy games more. A low rate of adolescents receive information about digital awareness from their pediatricians.

Conclusions It was seen that risky behaviors and gaming profiles that were inappropriate with age were important risk factors for IGDS. Male adolescents need guidance and training in terms of gaming disorders and playing age-suitable games. Monitoring adolescents with risky behavior for gaming disorder is important. Training on digital awareness should be provided in pediatric residency education and adolescent follow-up.

  • Internet Gaming Disorder Scale
  • PEGI
  • Gaming Profile
  • Addiction
  • Digital game

Statistics from Altmetric.com

Request Permissions

If you wish to reuse any or all of this article please use the link below which will take you to the Copyright Clearance Center’s RightsLink service. You will be able to get a quick price and instant permission to reuse the content in many different ways.