Is internet gaming disorder associated with suicidal behaviors among the younger generation? Multiple logistic regressions on a large-scale purposive sampling survey.


Journal

Journal of psychiatric research
ISSN: 1879-1379
Titre abrégé: J Psychiatr Res
Pays: England
ID NLM: 0376331

Informations de publication

Date de publication:
05 2023
Historique:
received: 05 08 2022
revised: 19 02 2023
accepted: 28 02 2023
medline: 1 5 2023
pubmed: 9 3 2023
entrez: 8 3 2023
Statut: ppublish

Résumé

The ubiquity of Internet gaming as part of the younger generation's (11-35 year-olds) lifestyle to-day warrants a deeper understanding of its impact on their mental health. In particular, there has been scant research investigating the link between Internet Gaming Disorder (IGD) and suicidal behaviors in this demographic group, even though several mental health symptoms of the former are known risk factors for the latter. This paper aims to establish the presence or absence of association between IGD and each of suicidal ideation, self-harm, and suicide attempt among the younger generation. A large-scale online survey on Internet gamers in Hong Kong was conducted in February 2019. 3430 respondents were recruited through purposive sampling. Study samples were stratified into distinct age groups and multiple logistic regression was conducted for each measured suicidal behavior in each age group. After controlling for sociodemographics, Internet usage, self-reported bullying perpetration and bullying victimization, social withdrawal, and self-reported psychiatric diagnoses such as depression and psychosis, analyses revealed that adolescent (11-17 year-old) gamers with IGD were more likely than their peers who had no IGD to have had suicidal ideation, self-harm, and suicide attempt in their lifetime. These associations did not hold for 18-35 year-old gamers. Findings suggest that it may be prudent to recognize IGD as a growing public mental health priority for the young populace, particularly adolescents. Existing suicide prevention efforts can be complemented through screening adolescents for IGD, and could be expanded to online gaming platforms to reach more hidden at-risk individuals.

Identifiants

pubmed: 36889223
pii: S0022-3956(23)00107-3
doi: 10.1016/j.jpsychires.2023.02.038
pii:
doi:

Types de publication

Journal Article Research Support, Non-U.S. Gov't

Langues

eng

Sous-ensembles de citation

IM

Pagination

2-9

Informations de copyright

Copyright © 2023 Elsevier Ltd. All rights reserved.

Auteurs

Alvin Junus (A)

Department of Social Work and Social Administration, University of Hong Kong, Hong Kong.

Yu-Cheng Hsu (YC)

Hong Kong Jockey Club Centre for Suicide Research and Prevention, University of Hong Kong, Hong Kong.

Clifford Wong (C)

Hong Kong Jockey Club Centre for Suicide Research and Prevention, University of Hong Kong, Hong Kong.

Paul S F Yip (PSF)

Department of Social Work and Social Administration, University of Hong Kong, Hong Kong; Hong Kong Jockey Club Centre for Suicide Research and Prevention, University of Hong Kong, Hong Kong; Research Institute of Social Development, Southwestern University of Finance and Economics, China. Electronic address: sfpyip@hku.hk.

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