WHEN GAMING INVOLVES NOT JUST A HARMLESS GAME, BUT BECOMES AN ADDICTION  A RESEARCH INTO PROBLEMATIC GAMING AMONG MALE DUTCH ADOLESCENTS

E. KANTERS & A.H.L.M. PIETERS

Gaming is a popular activity among adolescents. Yet it seems that  this is not just a harmless activity. Gaming can grow into an addiction: the so-called Internet Gaming Disorder. This disorder seems to have many negative consequences. This literature review has looked at how long-term and excessive gaming among male adolescents in the Netherlands can develop in an addiction. By researching the extent of this problem, more awareness can be raised in order to develop better prevention and treatment strategies. Long-term gaming, it is concluded, does not suddenly develop into an addiction. Demographic, interpersonal and personality characteristics are important. Additionally, there is a link with the Big Five personality traits. Many psychiatric comorbidities, especially anxiety, depression and ADHD, have also been associated with Internet Gaming Disorder. Finally, it appeared that parents, in particular the father, can play a significant role in whether or not the problematic gaming of adolescents develops.   


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Gamen is populair onder jongeren. Minder bekend is de Internet Gaming Disorder, een ‘gameverslaving’ die voortkomt uit gamen, met veel negatieve consequenties. Esmee Kanters en Toine Pieters deden literatuuronderzoek naar hoe veel en langdurig gamen bij mannelijke Nederlandse jongeren zich kan ontwikkelen tot een verslaving. Door de omvang van het probleem in kaart te brengen kan meer bekendheid aan dit probleem gegeven worden. Zo zijn betere preventie- en behandelstrategieën te ontwikkelen.

Introductie

Gamen is een belangrijke vorm van entertainment in de huidige maatschappij. Wereldwijd waren er in 2017 ruim 1,8 miljard gamers (De Vos, 2017). Dit zijn voornamelijk mannellijke jongeren: bijna de helft van de Nederlandse mannelijke basisscholieren gamet (bijna) iedere dag. Voor meisjes is dit significant lager, ‘slechts’ 20% van hen gamet (bijna) iedere dag. Voor middelbare scholieren is dit bij jongens en meisjes respectievelijk 42,5% en 11,2% (Stevens et al., 2017).

Bijna de helft van de Nederlandse mannelijke basisscholieren gamet (bijna) iedere dag

De activiteit gamen kan als een positieve bezigheid gezien worden; het geeft plezier en voorziet in een aantal basale intrinsieke behoeften zoals competitie (Van Leeuwen & Goossens, 2016). Ook kunnen de motorische en perceptuele vaardigheden verbeteren (Powers et al., 2013). Niet alle gamers raken ook daadwerkelijk ‘verslaafd’ aan gamen of vertonen problematisch gamegedrag. Bij de selecte groep waarbij dit wel het geval is, kunnen er ten gevolge van excessief gamen negatieve effectenoptreden. Voorbeelden hiervan kunnen puur lichamelijk zijn, zoals musculoskeletale aandoeningen (

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