Prevalence and impact of Internet Gaming Disorder: A population-based study

Internet Gaming Disorder (IGD) has emerged as a significant public health concern, yet not enough is known about its prevalence among the general population as well as its relationship to well-being, mental health, specifically depression and anxiety, and gaming genres. This study aimed to address...

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Main Authors: Josip Razum, Renata Glavak Tkalić
Format: Article
Language:English
Published: Masaryk University 2025-01-01
Series:Cyberpsychology: Journal of Psychosocial Research on Cyberpspace
Subjects:
Online Access:https://cyberpsychology.eu/article/view/38092
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author Josip Razum
Renata Glavak Tkalić
author_facet Josip Razum
Renata Glavak Tkalić
author_sort Josip Razum
collection DOAJ
description Internet Gaming Disorder (IGD) has emerged as a significant public health concern, yet not enough is known about its prevalence among the general population as well as its relationship to well-being, mental health, specifically depression and anxiety, and gaming genres. This study aimed to address these questions. The research was conducted on a representative sample of the Croatian general population including 4,994 participants, aged between 15 and 64 years (M = 40.75, SD = 15.49). The Ten-Item Internet Gaming Disorder Test, Mental Health Inventory-5, Personal Well-being Index, Gaming time and Game Genres Preferences were used. The prevalence of the IGD in the general population of Croatia, aged 15-64 years, was estimated at 0.48%, 95% CI [0.30%, 1%], and among video game players (N = 1,239) at 1.63%, 95% CI [1.11%, 3%]. The highest prevalence was observed among young males. IGD showed the strongest relationship with depression, and weaker relationships with anxiety and well-being. Among the individual criteria, negative consequences for significant relationships, deception and escape had the strongest, while tolerance, loss of control and withdrawal had the weakest relationship to depression, anxiety and well-being, in a relative sense. Sports games and casual games players had lower risk for IGD, while other genres did not differ in their risk for IGD. Online and offline games did not differ in their risk for IGD. This study has shown that IGD has a relatively low prevalence among the general population and video game players, and that not all IGD criteria are equally relevant. Future longitudinal studies and studies on clinical samples are needed.
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spelling doaj-art-7131aca6a5af45be8229eff0f49f2f652025-02-01T07:24:25ZengMasaryk UniversityCyberpsychology: Journal of Psychosocial Research on Cyberpspace1802-79622025-01-0119110.5817/CP2025-1-1Prevalence and impact of Internet Gaming Disorder: A population-based studyJosip Razum0Renata Glavak Tkalić1Ivo Pilar Institute of Social Sciences, Zagreb, Croatia Institute of Social Sciences Ivo Pilar Internet Gaming Disorder (IGD) has emerged as a significant public health concern, yet not enough is known about its prevalence among the general population as well as its relationship to well-being, mental health, specifically depression and anxiety, and gaming genres. This study aimed to address these questions. The research was conducted on a representative sample of the Croatian general population including 4,994 participants, aged between 15 and 64 years (M = 40.75, SD = 15.49). The Ten-Item Internet Gaming Disorder Test, Mental Health Inventory-5, Personal Well-being Index, Gaming time and Game Genres Preferences were used. The prevalence of the IGD in the general population of Croatia, aged 15-64 years, was estimated at 0.48%, 95% CI [0.30%, 1%], and among video game players (N = 1,239) at 1.63%, 95% CI [1.11%, 3%]. The highest prevalence was observed among young males. IGD showed the strongest relationship with depression, and weaker relationships with anxiety and well-being. Among the individual criteria, negative consequences for significant relationships, deception and escape had the strongest, while tolerance, loss of control and withdrawal had the weakest relationship to depression, anxiety and well-being, in a relative sense. Sports games and casual games players had lower risk for IGD, while other genres did not differ in their risk for IGD. Online and offline games did not differ in their risk for IGD. This study has shown that IGD has a relatively low prevalence among the general population and video game players, and that not all IGD criteria are equally relevant. Future longitudinal studies and studies on clinical samples are needed. https://cyberpsychology.eu/article/view/38092internet gaming disordergeneral populationDSM-5 criteriamental healthgame genresCroatia
spellingShingle Josip Razum
Renata Glavak Tkalić
Prevalence and impact of Internet Gaming Disorder: A population-based study
Cyberpsychology: Journal of Psychosocial Research on Cyberpspace
internet gaming disorder
general population
DSM-5 criteria
mental health
game genres
Croatia
title Prevalence and impact of Internet Gaming Disorder: A population-based study
title_full Prevalence and impact of Internet Gaming Disorder: A population-based study
title_fullStr Prevalence and impact of Internet Gaming Disorder: A population-based study
title_full_unstemmed Prevalence and impact of Internet Gaming Disorder: A population-based study
title_short Prevalence and impact of Internet Gaming Disorder: A population-based study
title_sort prevalence and impact of internet gaming disorder a population based study
topic internet gaming disorder
general population
DSM-5 criteria
mental health
game genres
Croatia
url https://cyberpsychology.eu/article/view/38092
work_keys_str_mv AT josiprazum prevalenceandimpactofinternetgamingdisorderapopulationbasedstudy
AT renataglavaktkalic prevalenceandimpactofinternetgamingdisorderapopulationbasedstudy