BiggsIDarklighter
BiggsIDarklighter t1_ix1ahh2 wrote
Reply to comment by [deleted] in Survey on 12,000 secondary school-aged students (12-18Y) shows that although many adolescents are spending considerable time gaming (at least 3.5hours/day),it is not having a negative impact on the wellbeing and 44% of ‘heavy’ gamers reported higher wellbeing than those who play less or don’t play by giuliomagnifico
31% is what the study considers “many adolescents spending considerable time gaming”
While 69% do not spend considerable time gaming.
BiggsIDarklighter t1_ix02ypt wrote
Reply to Survey on 12,000 secondary school-aged students (12-18Y) shows that although many adolescents are spending considerable time gaming (at least 3.5hours/day),it is not having a negative impact on the wellbeing and 44% of ‘heavy’ gamers reported higher wellbeing than those who play less or don’t play by giuliomagnifico
The findings actually say that only 1/3 of the surveyed participants play for 3.5 hours or more a day.
> In total, 12,725 participants answered the OxWell gaming questions. Almost one-third (3970/12,725, 31.2%) indicated that they play games for at least 3.5 hours a day.
So 66% of those surveyed are not considered in this “heavy gamer” category that the study then breaks down into smaller sub categories.
> The latent profile analysis distinguished 6 profiles of adolescent heavy gamers: adaptive computer gamers (1747/3970, 44%); casual computer gamers (873/3970, 22%); casual phone gamers (595/3970, 15%); unknown device gamers (476/3970, 12%); maladaptive computer gamers (238/3970, 6%); and maladaptive phone gamers (79/3970, 2%)
The conclusion this study then draws only pertains to those 33% who they consider heavy gamers and considers that 33% a “substantial number”
>Conclusions: >A substantial number of adolescents are spending ≥3.5 hours gaming each day, with almost 1 in 10 (317/3970, 8%) reporting co-occurring gaming and well-being issues.
So the 1 in 10 is only of the 33% of “heavy gamers” and not of the overall 12,725 participants.
>The data on time spent gaming on the computer/console and the phone, as well as from the Gaming Addiction Scale (GAS), were only collected from those participants who answered that they play games for more than 3.5 hours overall (“About how many hours a day do you usually play games on an electronic device (e.g., computer, game console or phone)?”). 8,755 students were excluded from further analysis as they were not playing for more than 3.5 hours and so were categorised as non-gamers. This resulted in a final sample of 3,970 gamers (Supplementary Materials: Table S1).
So this study on gaming addiction and well-being is limited to only those who spend 3.5 hours or more a day gaming.
In other words, this study focuses only on those already considered addicted to gaming and asks them how their addiction affects their well-being.
I have never seen a study on addicted drug users who currently still use drugs and are not seeking help, asking them how their drug use affects their well-being. Curious what those results would show.
BiggsIDarklighter t1_ix64u58 wrote
Reply to comment by [deleted] in Survey on 12,000 secondary school-aged students (12-18Y) shows that although many adolescents are spending considerable time gaming (at least 3.5hours/day),it is not having a negative impact on the wellbeing and 44% of ‘heavy’ gamers reported higher wellbeing than those who play less or don’t play by giuliomagnifico
Excellent question