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Rehbein F.,Criminological Research Institute of Lower Saxony KFN | Mossle T.,Criminological Research Institute of Lower Saxony KFN
Sucht | Year: 2013

Introduction: The term Internet addiction encompasses a broad range of activities which in isolation have rarely been studied for their clinical relevance. This study looks at whether video game addiction and Internet addiction can be regarded as distinct nosological entities and whether there is a differential impact on those affected. It also aims to describe the type of activities that contribute most to the addiction. Methods: Data was collected in a school survey of Grade 7 to 10 students (M = 14.5 years; n = 4 436). Besides video game addiction (CSAS-II) and Internet addiction (CIUS), indicators of media consumption, functional level, well-being, burden for significant others and psychological strain were collected. Results: Internet and video game addiction can be regarded as two distinct nosological entities. This differentiation is supported by differences in sociodemographic variables and measures of validation. The subjective suffering seems to be higher among adolescent video game addicts than Internet addicts. Girls with an Internet addiction cite social networks almost exclusively as the cause of their problem while boys also name pornography. Discussion: In research on Internet addiction, a greater differentiation is needed regarding the underlying activities. © 2013 Verlag Hans Huber, Hogrefe AG, Bern. Source


Rehbein F.,Criminological Research Institute of Lower Saxony KFN | Psych G.,Criminological Research Institute of Lower Saxony KFN | Kleimann M.,Criminological Research Institute of Lower Saxony KFN | Mediasci G.,Criminological Research Institute of Lower Saxony KFN | Mossle T.,Criminological Research Institute of Lower Saxony KFN
Cyberpsychology, Behavior, and Social Networking | Year: 2010

In this article, results of a German nationwide survey (KFN schools survey 2007/2008) are presented. The controlled sample of 44,610 male and female ninth-graders was carried out in 2007 and 2008 by the Criminological Research Institute of Lower Saxony (KFN). According to a newly developed screening instrument (KFN-CSAS-II), which was presented to every third juvenile participant (N =? 15,168), 3% of the male and 0.3% of the female students are diagnosed as dependent on video games. The data indicate a clear dividing line between extensive gaming and video game dependency (VGD) as a clinically relevant phenomenon. VGD is accompanied by increased levels of psychological and social stress in the form of lower school achievement, increased truancy, reduced sleep time, limited leisure activities, and increased thoughts of committing suicide. In addition, it becomes evident that personal risk factors are crucial for VGD. The findings indicate the necessity of additional research as well as the respective measures in the field of health care policies. Copyright 2010, Mary Ann Liebert, Inc. Source

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