Internet, gaming, and smartphone usage patterns of children and adolescents in Korea: A c-CURE clinical cohort study

J Behav Addict. 2020 Jul 7;9(2):420-432. doi: 10.1556/2006.2020.00022. Print 2020 Jun.

Abstract

Background and aim: Whereas many studies on Internet gaming disorder (IGD) have used self-report questionnaires, only a few have adopted clinical interviews and samples. The current study aimed at using data from face-to-face diagnostic interviews, based on the criteria for IGD in the DSM-5, to determine the Internet, gaming, and smartphone usage patterns of children and adolescents.

Methods: A latent class analysis was conducted using data collected through diagnostic interviews for Internet, gaming, and smartphone addiction with 190 participants (M = 13.14 years, SD = 2.46; 143 boys, 47 girls) who were part of a multicenter clinical cohort study.

Results: Participants were classified into four groups: pleasure-seeking (Class 1), internal-use (Class 2), problematic-use (Class 3), and pathological-use (Class 4). The pleasure-seeking group (8.11%) showed low tendencies in general and proper control. The internal-use group (17.63%) showed significant increases in "cognitive salience" and "craving," with strong internal desires. The problematic-use group (37.28%) had no "interference with role performance"; however, they displayed "difficulty regulating use" and "persistent use despite negative consequences," with a slight functional impairment. The pathological-use group (36.98%) scored the highest on all these items, revealing a severe functional impairment. Compared to the other groups, the pathological-use group had the highest depression and daily stress levels and displayed the lowest levels of happiness.

Conclusions: This study provides basic data to elucidate Internet, gaming, and smartphone overuse patterns among children and adolescents, which could be used to develop differentiated intervention strategies for each group.

Keywords: Internet; adolescents; children; gaming; latent class model; smartphone; usage patterns.

MeSH terms

  • Adolescent
  • Adolescent Behavior / physiology*
  • Child
  • Child Behavior / physiology*
  • Cohort Studies
  • Depression / physiopathology*
  • Female
  • Humans
  • Internet Addiction Disorder / classification
  • Internet Addiction Disorder / physiopathology*
  • Male
  • Motivation / physiology*
  • Pleasure / physiology
  • Republic of Korea
  • Smartphone*
  • Stress, Psychological / physiopathology*
  • Video Games*