Prevalence and Correlates of Problematic Online Gaming: a Systematic Review of the Evidence Published in Chinese

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Version: Final published version
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Serval ID
serval:BIB_3CF7F0C9D022
Type
Article: article from journal or magazin.
Collection
Publications
Title
Prevalence and Correlates of Problematic Online Gaming: a Systematic Review of the Evidence Published in Chinese
Journal
Current Addiction Reports
Author(s)
Long Jiang, Liu Tieqiao, Liu Yueheng, Hao Wei, Maurage Pierre, Billieux Joël
ISSN
2196-2952
Publication state
Published
Issued date
2018
Peer-reviewed
Oui
Volume
5
Number
3
Pages
359-371
Language
english
Abstract
Purpose of Review With the ongoing debate about whether problematic online gaming (POG) constitutes a genuine mental
disorder, it is important for all available evidence in the field to be accessible. In this systematic review, we summarize the
numerous results related to POG published in Chinese in order to make them more accessible to the international community.
Recent Findings We identified 36 relevant studies published in Chinese (7 epidemiological, 21 related to psychological factors,
and 8 related to neurocognitive exploration, involving 362,328 participants in total). According to the literature, the prevalence
rates of POG in China range from 3.5 to 17%, which is higher than those reported worldwide. Overall, the data published in
Chinese are consistent with the international literature. Some distinctive findings emerged, however, in particular in relation to
familial, scholastic, and social factors; cognitive impairments; and functional changes in neural circuits.
Summary This review is the first to render available articles on POG in Chinese for the international community, which could
contribute to the current debate on the status of POG as a genuine mental health condition. Crucially, findings from the Chinese
literature often resulted from studies conducted on large random or clinical samples. This is important because a repeated
criticism about the recognition of POG as a genuine disorder is the fact that the evidence-based results rely heavily on convenience
samples of nonclinical participants.
Keywords
Gaming Disorder, China, Behavioral Addiction, Systematic Review
Create date
10/01/2020 10:30
Last modification date
16/01/2020 14:31
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