Problematic gaming use and psychological distress among Spanish young adultsa comprehensive study

  1. E. Suárez-Soto 1
  2. A. Peris-de la Hoz 2
  3. A. Sanchez-Fernandez-Quejo 3
  4. E. Rodriguez-Toscano 3
  5. N. Lagunas 3
  6. B. Reneses 3
  7. A. De la Torre-Luque 3
  1. 1 Universitat de Barcelona
    info
    Universitat de Barcelona

    Barcelona, España

    ROR https://ror.org/021018s57

    Geographic location of the organization Universitat de Barcelona
  2. 2 Universitat de València
    info
    Universitat de València

    Valencia, España

    ROR https://ror.org/043nxc105

    Geographic location of the organization Universitat de València
  3. 3 Universidad Complutense de Madrid
    info
    Universidad Complutense de Madrid

    Madrid, España

    ROR https://ror.org/02p0gd045

    Geographic location of the organization Universidad Complutense de Madrid
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Journal:
European journal of psychiatry

ISSN: 0213-6163

Year of publication: 2025

Volume: 39

Issue: 1

Type: Article

DOI: 10.1016/J.EJPSY.2024.100279 DIALNET GOOGLE SCHOLAR lock_openOpen access editor

More publications in: European journal of psychiatry

Abstract

Background and objectives This study examined problematic video game use and its sociodemographic and clinical correlates in a sample of 1,410 Spanish video game players (33.6% women; mean age = 21.12 years, SD = 3.29). Methods The participants completed a comprehensive set of assessment scales to evaluate clinical features: a sociodemographic interview, problematic video gaming (using the GAS-7), emotional symptoms (with the Goldberg Anxiety and Depression scales), suicidal ideation (with the Paykel Suicidal Ideation Scale), loneliness (De Jong Gierveld Loneliness Scale) and impulsivity (UPPS-P scale). Participants were classified based on problematic gaming severity. Differences between groups were explored for the clinical features assessed. Results As a result, most participants showed a low-risk gaming pattern (88.2%), in comparison to those showing either excessive use of video games (10% of participants) or problematic (pathological) gaming use (almost 2%). Risk groups differed by sex (p < .01), but not age, education, or employment. Game time and frequency varied across risk groups, indicating higher use with greater risk. Clinical correlates were examined, with higher risk groups showing more depressive symptoms (p < .01), anxiety symptoms (p < .01), suicidal ideation (p < .01), and loneliness (p < .01). Impulsiveness dimensions also showed significant group differences, except for sensation seeking. In conclusion, problematic video game use was linked to higher levels of depressive symptoms, anxiety, suicidal ideation, loneliness, and impulsiveness. Conclusion This study sheds light on the clinical aspects associated with different levels of problematic gaming.