CYBERPSYCHOLOGY, BEHAVIOR, AND SOCIAL NETWORKING
Volume 20, Number 2, 2017
ª Mary Ann Liebert, Inc.
DOI: 10.1089/cyber.2016.0386
Problem Video Gaming Among Children Enrolled
in Tertiary Weight Management Programs
Sam Stubblefield, MD,1 George Datto, MD,1 Thao-Ly T. Phan, MD, MPH,1 Lloyd N. Werk, MD, MPH,2
Kristin Stackpole, MD,3 Robert Siegel, MD,3 William Stratbucker, MD, MS,4,5 Jared M. Tucker, PhD,4,5
Amy L. Christison, MD,6 Jobayer Hossain, PhD,7 and Douglas A. Gentile, PhD8
Abstract
Prior studies show seven percent to nine percent of children demonstrate gaming behaviors that affect a child’s
ability to function (e.g., problem gaming), but none have examined the association between problem gaming and
weight status. The objective of this study was to determine the prevalence of problem gaming among children
enrolled in tertiary weight management programs. We administered a computer-based survey to a convenience
sample of children aged 11–17 years enrolled in five geographically diverse pediatric weight management (PWM)
programs in the COMPASS (Childhood Obesity Multi-Program Analysis and Study System) network. The survey
included demographics, gaming characteristics, and a problem gaming assessment. The survey had 454 respondents
representing a diverse cohort (53 percent females, 27 percent black, 24 percent Hispanic, 41 percent white) with
mean age of 13.7 years. A total of 8.2 percent of respondents met criteria for problem gaming. Problem gamers
were more likely to be white, male, play mature-rated games, and report daily play. Children in PWM programs
reported problem gaming at the same rate as other pediatric populations. Screening for problem gaming provides an
opportunity for pediatricians to address gaming behaviors that may affect the health of children with obesity who
already are at risk for worsened health and quality of life.
Keywords: weight management program, problem video gaming, pediatric
Introduction
E
lectronic gaming has become nearly ubiquitous
among children, with nearly 90 percent of children in the
United States reported to play electronic games on a regular
basis.1 In a previous study, our group demonstrated rates of
electronic game use among children enrolled in tertiary
pediatric weight management (PWM) programs similar to
the general population, but with increased rates among boys
and white patients.2 Concurrent with the increase in electronic game use has been a rise in the prevalence of problem gaming, prompting inclusion of the diagnosis of
Internet gaming disorder (IGD) in the appendix of the most
current version of the American Psychological Association’s Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-V).3 Problem gaming is a
construct used to describe electronic gaming behaviors that
are problematic, leading to difficulties with sleep, mood,
relationships, and academic achievement.1,4–10 Over the
past two decades, this construct has been refined and multiple methods for measuring it have been created,4,5,8,10–12
with the most widely studied instruments incorporating
addiction criteria, including feelings of euphoria with
gaming, development of tolerance to gaming, experience of
withdrawal if gaming is stopped, preoccupation with gaming, loss of interest in other activities, and negative effects
of gaming on life and relationships.5,13 Using these criteria,
multiple studies have found the prevalence of problem
gaming among demographically and geographically diverse
pediatric populations to be between 6.5 percent and 9 percent,6,9,14 with rates in the United States being about 8.5
percent.1
1
Department of General Pediatrics, Nemours/Alfred I. duPont Hospital for Children, Wilmington, Delaware.
Department of General Pediatrics, Nemours Children’s Hospital, Orlando, Florida.
Center for Better Health and Nutrition/HealthWorks!, Cincinnati Children’s Hospital Medical Center, Cincinnati, Ohio.
4
Healthy Weight Center, Helen DeVos Children’s Hospital, Michigan State University, Grand Rapids, Michigan.
5
Department of Pediatrics and Human Development, Michigan State University, Grand Rapids, Michigan.
6
Department of Pediatrics, University of Illinois College of Medicine at Peoria, Peoria, Illinois.
7
Nemours Research, Nemours/Alfred I. duPont Hospital for Children, Wilmington, Delaware.
8
Department of Psychology, Iowa State University, Ames, Iowa.
2
3
109
110
Given that problem gaming is an emerging concern among
children and can contribute to an increase in the amount of
time a child spends being sedentary, which is associated with
risk for weight gain, it may be a useful construct to evaluate
in children with obesity. Problem gaming may also be important to evaluate in children with obesity since both
problem gaming and obesity are associated with mental
health disorders such as attention-deficit/hyperactivity disorder (ADHD) and decrease in a child’s daily functioning,
including academic achievement.14–21 While multiple studies have demonstrated an association between sedentary
behaviors such as increased screen time and obesity,22–29
studies specific to electronic gaming have not consistently
demonstrated an association between gaming behaviors and
weight status. Additionally, no studies to date have evaluated
the effect of problem gaming on weight status.30–34 Therefore, this study sought to determine the rate of problem
gaming and its associated characteristics among children
with obesity seeking care in PWM programs. Because
problem gamers spend more time gaming, and thus potentially more time sedentary, and sedentary behaviors are associated with obesity, it is possible that one cause of obesity
is problem gaming. Furthermore, problem gaming and obesity both share associations with ADHD and poor academic
achievement, potentially also contributing to an association
between problem gaming and obesity. Because of these possible associations, we hypothesized that children seeking
treatment in PWM programs would report problem gaming
at a higher rate than the general pediatric population.
Methods
STUBBLEFIELD ET AL.
with whom the child played (alone, family members, friends,
or online gamers). Similar to prior studies,1,9 time spent
gaming was assessed by asking children to report the typical
before lunch, between lunch and dinner, and after dinner play
both on weekdays and weekends. The number of reported
hours on a typical weekday was summed and multiplied by 5,
and the number of reported hours on a typical weekend was
summed and multiplied by 2, with the sum of these two
numbers then representing the number of hours spent gaming
per week. Finally, respondents were asked to report the ratings of the games they played. The Entertainment Software
Ratings Board (ESRB) assigns ratings to video games in the
United States ranging from early childhood (intended for
preschool children) to everyone (similar to a general
audience-rated movie) to mature (similar to a restricted-rated
movie).40
Demographic, psychosocial, and visit characteristics
The survey also included items assessing demographics,
including sex, race/ethnicity (categorized as black, white,
Hispanic, and other, for analysis), and age (in years). Participants were also asked to self-report school performance
(most typical grade in school as asked in the validated Youth
Risk Behavior Survey)41 and whether they had been told by a
teacher or medical provider that they had a learning disorder
or ADHD (to which possible replies were yes, no, or I don’t
know). Parental restrictions on gaming were assessed (limits
on types of games played and time allowed to play, as well as
use of games as a reward). Visit characteristics included
whether a parent helped the child to complete the survey.
Problem gaming instrument
Survey administration
We used a validated instrument used previously in several
large pediatric studies to assess for problem gaming behaviors.1,6,9,14,35–37 This instrument has demonstrated strong convergent, predictive, and criterion validity, as well as strong
reliability with an internal consistency between 0.7 and 0.9.1,5,38
We used a version of the instrument that was modified in 2013 by
the instrument’s developer to reflect the nine domains identified
for IGD in the DSM-V. For this pediatric version, item 8 was
modified to reflect difficulties at school rather than at work.
Additionally, two items (items 7 and 11) from the original instrument were retained to assess if the respondent spent less time
with friends or family because of gaming and if the respondent
skipped sleeping, eating, or bathing because of gaming. Participants were asked to rate how much they agreed that each of 11
items was true. No or don’t know was scored as 0, sometimes was
scored as 0.5, and yes was scored as 1. Consistent with scoring on
the original instrument, from which this instrument was derived,
and other studies on problem gaming, scores were summed, with
a score of 5.5 or more (one-half of the maximum possible
score) classified as diagnostic of problem gaming.1,13,35,39
We administered the instrument to a convenience sample
of consecutive patients seeking treatment in five PWM
programs in the United States. The programs were located
within geographically diverse children’s hospitals in the
Midwest, Mid-Atlantic, and South. Sites were recruited from
the Childhood Obesity Multi-Program Analysis and Study
System (COMPASS). The COMPASS is a practice-based
research network of 25 PWM programs across 14 states
formed in 2012 with the support of the National Association
of Children’s Hospitals and Related Institutions (now incorporated as part of the Children’s Hospital Association).
Participants were recruited by a research staff member before
a routine visit (new or followup) to the weight management
program between March and December of 2014 and were
permitted to complete the survey only once during the time
period. Patients were included in the study if they were between the ages of 11 and 17 years and able to complete a
survey in English. Patients were excluded if a legal guardian
was not present or could not read English or Spanish (to
complete an e-consent in one of these primary languages). At
four sites, participants used tablet computers or wallmounted computers and REDCap42 software to complete the
survey. At one site, participants completed the survey on
paper. Patients were permitted to complete the survey on
their own or with their parents’ help. The surveys were
anonymous; time shifting of the survey’s date/time stamp
prevented identification of participants. The study was approved by the Institutional Review Boards of the participating programs.
Other gaming characteristics
In addition to the assessment of problem gaming, items
were included to assess other gaming characteristics, including location of gaming (bedroom, other room in home,
or outside the home), devices on which games were played
(video game console, movement-based console, dedicated
handheld device, computer, tablet, or mobile phone), and
PROBLEM GAMING AMONG CHILDREN IN WEIGHT MANAGEMENT PROGRAMS
111
Table 1. Demographic Characteristics of Participants by Problem Gaming Category
Characteristic
Total
Sex
Male
Female
Race/Ethnicity
Black
Hispanic/Latino
White
Other
Age (years)
Parent assisted with survey
Yes
No
Total, N (%)
or mean (SD)
Nonproblem
gamers, N (%)
or mean (SD)
Problem
gamers, N (%)
or mean (SD)
454 (100.0)
417 (91.8)
37 (8.2)
213 (47.0)
240 (52.9)
186 (87.3)
230 (95.8)
27 (12.7)
10 (4.2)
121
109
195
24
13.7
(26.9)
(24.3)
(41.3)
(5.3)
(1.9)
137
317
119
99
170
24
13.7
(98.2)
(90.1)
(87.2)
(100.0)
(1.9)
121 (29)
296 (71)
2
10
25
0
13.9
(1.6)
(9.1)
(12.8)
(0.0)
(1.7)
Significance
aOR 3.1 (95% CI 1.5–6.7)
p < 0.003
v2
p < 0.002
Mean
aOR 1.6 (95% CI 0.8–3.2)
p < 0.68
p < 0.23
16 (43.2)
21 (56.8)
CI, confidence interval; SD, standard deviation.
Analyses
The prevalence of problem gaming in this cohort was calculated, and the distribution of problem gaming scores was visualized by a histogram. Descriptive analyses of problem gaming
instrument items were performed and sensitivity and specificity
of select items reported. Bivariate analyses were conducted to
describe the association between problem gaming status and
patient demographics, visit characteristics, and other gaming
characteristics. We performed multiple logistic regression analysis examining the association between problem gaming and
gaming characteristics, adjusting for demographic characteristics.
Analysis was performed using SPSS 22 (IBM, Armonk, NY).
Results
Participants
A total of 457 surveys were completed across all sites, with a
99.3 percent completion rate, yielding a total of 454 surveys for
analysis. The number of completed surveys per site ranged from
12 to 149 with a median of 100. As this was a convenience
sample of consecutive visits, we are unable to calculate the
participation rate. There were no reports of technical problems
with the survey. Verification of responses and followup of incomplete surveys were not possible because of the anonymous
nature of the survey. Characteristics of participants are shown in
Table 1. Males (47 percent) and females (53 percent) were
FIG. 1. Histogram of problem
gaming scores.
112
equally represented. Participants were diverse (27 percent black,
24 percent Hispanic, 41 percent white) and representative of the
patient populations enrolled in the PWM programs. Mean age of
patients was 13.7 years (standard deviation [SD] 1.9).
Problem gaming scores
Examining problem gaming score as a continuous variable
yielded the histogram shown in Figure 1. Scores ranged from
0 to 10.5 with a median score of 1 and a strong skew to the
right (skewness of 1.55). Thirty-two respondents (7 percent)
reported never gaming, and, of the remainder who reported
ever gaming, 160 (35 percent) reported no problem gaming
behaviors (scored a 0 on the problem gaming instrument).
Thirty-seven respondents met criteria for problem gaming,
yielding a prevalence rate of 8.2 percent.
Problem gaming instrument items
Table 2 shows the responses to the individual items among
respondents who reported any gaming sorted by problem
gaming status. The item most endorsed by problem gamers
was ‘‘In the past year, have you played video games as a way
of escaping from problems or bad feelings?’’ with 94.6
percent responding yes or sometimes in comparison with
28.9 percent of nonproblem gamers, yielding a sensitivity of
94.6 percent and a specificity of 70.0 percent for detecting
problem gaming. Of the items, the most specific for problem
gaming was a yes in response to ‘‘In the past year, have you
hurt or lost a friendship or family relationship because
of your gaming?’’ with a specificity of 99.7 percent, but a
sensitivity of only 16.2 percent.
Association between problem gaming
with demographic and visit characteristics
Table 1 describes the rates of problem gaming by demographic and visit characteristics. Males were three times
more likely to be classified as problem gamers than females
(odds ratio [OR] 2.9, 95% confidence interval [CI] 1.3–6.2).
Problem gaming was more prevalent in white non-Hispanic
patients when compared with patients of other races or ethnicities (OR 2.7, 95% CI 1.4–5.7). There was no difference
in age between problem gamers and nonproblem gamers.
Association between problem gaming
and psychosocial characteristics
Table 3 describes the rate of problem gaming by selfreported grades in school, self-reported diagnosis of ADHD
or learning disorder, and family limit-setting and reinforcement
behaviors around gaming. There were no differences between
self-reported grades in school, prevalence of ADHD, or
learning disorders between problem and nonproblem gamers
(Table 3). Problem gamers were 3.3 times more likely (95% CI
1.5–7.3) to report that their parents used gaming as a reward and
2.2 times more likely (95% CI 1.1–4.6) to report that their
parents limited the time spent gaming on school days.
Association between problem gaming
and gaming characteristics
Table 4 describes the rates of problem gaming by gaming
characteristics. Among respondents who played games,
STUBBLEFIELD ET AL.
Table 2. Responses to Problem Gaming Instrument
Problem gamer
No, N (%)
Yes, N (%)
In the past year, have you played video games as a way
of escaping from problems or bad feelings?
Yes
53 (13.7)
24 (64.9)
No
261 (67.3)
2 (5.4)
Sometimes
59 (15.2)
11 (29.7)
Don’t know
15 (3.9)
0 (0)
In the past year, have you needed to spend more and more
time and/or money on video games to stay excited?
Yes
17 (4.4)
22 (59.5)
No
313 (80.7)
7 (18.9)
Sometimes
43 (11.1)
8 (21.6)
Don’t know
15 (3.9)
0 (0)
In the past year, have you become less interested in other
activities because of gaming?
Yes
18 (4.6)
21 (56.8)
No
318 (82.0)
5 (13.5)
Sometimes
43 (11.1)
9 (24.3)
Don’t know
9 (2.3)
2 (5.4)
In the past year, have you become restless or irritable when
attempting to cut down or stop playing video games?
Yes
24 (6.2)
19 (51.4)
No
314 (80.9)
6 (16.2)
Sometimes
37 (9.5)
12 (32.4)
Don’t know
13 (3.4)
0 (0)
In the past year, have you ever felt you could not stop
playing video games?
Yes
27 (7.0)
19 (51.4)
No
313 (80.7)
7 (18.9)
Sometimes
37 (9.5)
9 (24.3)
Don’t know
11 (2.8)
2 (5.4)
In the past year, have you been spending less time
with friends and family because of how much
you play video games?
Yes
11 (2.8)
17 (45.9)
No
324 (83.5)
6 (16.2)
Sometimes
41 (10.6)
13 (35.1)
Don’t know
12 (3.1)
1 (2.7)
In the past year, have you ever skipped sleep, eating, or bathing
so that you could spend more time playing video games?
Yes
26 (6.7)
16 (43.2)
No
317 (81.7)
8 (21.6)
Sometimes
40 (10.3)
12 (32.4)
Don’t know
5 (1.3)
1 (2.7)
In the past year, have you ever lied to family or friends
about how much you play video games?
Yes
15 (3.9)
16 (43.2)
No
350 (90.2)
12 (32.4)
Sometimes
13 (3.4)
9 (24.3)
Don’t know
10 (2.6)
0 (0)
In the past year, have you ever done poorly on a school
assignment or test because you spent too much
time playing video games?
Yes
20 (5.2)
16 (43.2)
No
319 (82.2)
12 (32.4)
Sometimes
39 (10.1)
8 (21.6)
Don’t know
10 (2.6)
1 (2.7)
In the past year, have you hurt or lost a friendship or family
relationship because of your gaming?
Yes
1 (0.3)
6 (16.2)
No
379 (97.7)
29 (78.4)
Sometimes
4 (1.0)
1 (2.7)
Don’t know
4 (1.0)
1 (2.7)
PROBLEM GAMING AMONG CHILDREN IN WEIGHT MANAGEMENT PROGRAMS
113
Table 3. Psychosocial Characteristics by Problem Gaming Status
Total,
N (%)
Grades over the past year
Mostly As
140
Mostly Bs
175
Mostly Cs
83
Mostly Ds
27
Mostly Fs
2
None of these
3
Have you been told you have ADHD?
Yes
100
Have you been told you have a learning disorder?
Yes
77
No
343
I don’t know
34
Do your parents set limits on your gaming?
Yes
182
No
243
What limits do your parents set on your gaming?
Amount of gaming on school days
143
Amount of gaming on weekends
90
Types of games I can play
53
Who I can play games with
25
My parents use gaming as a reward
Yes
67
No
387
Nonproblem
gamer, N (%)
132
159
77
24
0
3
(31.9)
(38.1)
(18.6)
(5.8)
(0)
(0.7)
Problem
gamer, N (%)
8
16
6
3
2
0
(20)
(43.2)
(15)
(8.1)
(5)
(0)
aOR (95% CI)
0.63
1.24
0.77
1.33
(0.27–1.47)
(0.62–2.51)
(0.3–1.99)
(0.37–4.86)
NA
NA
86 (20.6)
14 (37.8)
1.80 (0.86–3.77)
67 (16.1)
318 (76.3)
32 (7.7)
10 (27)
25 (67.6)
2 (5.4)
1.35 (0.60–3.03)
0.79 (0.37–1.68)
0.93 (0.21–4.23)
164 (42.3)
224 (57.7)
18 (48.6)
19 (51.4)
0.73 (0.35–1.52)
Referent
125
85
49
22
18
5
4
3
2.19
0.55
0.93
1.68
(29.8)
(20.2)
(11.7)
(5.2)
55 (13.2)
362 (86.8)
(48.6)
(13.5)
(10.8)
(8.1)
12 (32.4)
25 (67.6)
(1.05–4.55)
(0.2–1.5)
(0.3–2.9)
(0.45–6.22)
3.29 (1.48–7.29)
Referent
Bold values indicate findings significant at an a = 0.05 level.
aOR, adjusted odds ratio controlling for age, sex, and race/ethnicity.
ADHD, attention-deficit/hyperactivity disorder.
mean hours spent gaming were 33.1 hours per week (SD 31).
Problem gamers played for a mean of 58 hours per week (SD
40) compared with 31 hours (SD 29) for patients who were not
problem gamers. Total weekly hours played were still significantly associated with problem gaming when controlling
for demographics (adjusted odds ratio [aOR] 1.02, 95% CI
1.01–1.03). Problem gamers were also 5.2 times more likely
(95% CI 2.2–12.3) to report daily play. Problem gamers were
3.3 times (95% CI 1.1–10.0) more likely to report gaming on a
dedicated handheld device (e.g., Nintendo’s Game Boy;
Nintendo Co., Ltd., Kyoto, Japan). Problem gamers were
more likely to report playing early childhood-rated (aOR 5.9,
95% CI 1.3–26.8) and mature-rated (M-rated) games (aOR
3.0, 95% CI 1.4–6.6). There were no significant differences
found between problem gamers and nonproblem gamers in
terms of where or with whom they played.
Discussion
Our findings did not support our hypothesis that problem
gaming behaviors are higher in patients seeking PWM treatment than in the general pediatric population. The prevalence
of reported problem gaming was 8.2 percent, which was
comparable with the 8.5 percent reported in a national sample.
Furthermore, the 3:1 ratio of male to female problem gamers
was similar to that previously reported.1,9,35 While the prevalence of problem gaming was not higher in this patient
population, both obesity and problem gaming are known to be
associated with sedentary behaviors, mental health disorders, and impaired quality of life.14–21,34,43 Further inves-
tigation of how problem gaming may further impair the
quality of life of children with obesity, and the potential
mediating effects of sedentary behaviors and mental health
disorders on this relationship, may lead to the development
of novel targeted assessments and interventions for children
with obesity specifically addressing problem gaming behaviors if identified.
Our investigations into gaming and psychosocial characteristics of problem gamers led to some novel findings in
ratings of games played, use of handheld gaming devices,
and academic achievement. We do not know if these findings
are generalizable outside of the PWM population, but they
may merit further study.
While previous work has revealed that problem gamers
play more massive multiplayer online role-playing and firstperson shooter games,44,45 we are unaware of prior research
examining the rating of games played by problem gamers.
We found a strikingly increased rate of problem gamers
playing M-rated games. Characteristics of M-rated games
(e.g., intense violence, lifelike graphics, lengthier scenarios)
may more easily induce flow states, provide positive reinforcement, and encourage longer play times to promote
problem gaming. It is possible that increased striatal dopamine release and increased epinephrine in M-rated games
could lead to physiological tolerance pathways.46,47 The increased rate of playing early childhood games among problem gamers in our population likely reflects increased
reporting of playing all types of games. While statistically
significant, it seems to have limited clinical relevance given
the small number of respondents.
114
STUBBLEFIELD ET AL.
Table 4. Gaming Characteristics by Problem Gaming Status
Total
Nonproblem
gamer, N (%)
Primary device for gaming
Regular video game console
135
Movement-based console
26
Handheld device
23
Personal computer
46
Tablet
63
Mobile phone
132
With whom do you usually play?
Alone
199
Brother or sister
76
Mom or dad
8
Another family member
24
Friends
67
Other online gamers
51
I usually play online with
People I have not met in person
36
People I have met in person
42
Where do you usually play?
My bedroom
224
Another room in my house
169
Another family member’s house
18
At my friend’s house
9
At school
4
At an after-school program
1
How often do you play video games
Every day
204
About 4–5 times a week
69
About 2–3 times a week
71
About once a week
30
A couple times a month
30
About once a month
21
I never play video games
32
What are the ratings of the games you play
Early childhood
10
Everyone
172
E10+
134
Teen
150
Mature
136
Don’t know
81
Problem
gamer, N (%)
aOR (95% CI)
118
23
18
39
63
127
(30.4)
(5.9)
(4.6)
(10.1)
(16.2)
(32.7)
17
3
5
7
0
5
(45.9)
(8.1)
(13.5)
(18.9)
(0)
(13.5)
1.32
2.68
3.26
2.08
184
73
7
22
59
43
(47.4)
(18.8)
(1.8)
(5.7)
(15.2)
(11.1)
15
3
1
2
8
8
(40.5)
(8.1)
(2.7)
(5.4)
(21.6)
(21.6)
0.92
0.52
1.71
1.39
1.32
1.63
29 (42)
40 (58)
7 (77.8)
2 (22.2)
(0.59–2.91)
(0.71–10.2)
(1.06–10.04)
(0.83–5.22)
NA
0.51 (0.18–1.39)
(0.45–1.87)
(0.15–1.79)
(0.12–15.26)
(0.29–6.56)
(0.56–3.13)
(0.67–3.95)
2.57 (0.43–15.2)
Referent
201
156
17
9
4
1
(51.2)
(40.2)
(4.4)
(2.3)
(1)
(0.3)
23
13
1
0
0
0
(62.2)
(35.1)
(2.7)
(0)
(0)
(0)
1.97 (0.95–4.06)
0.73 (0.34–1.54)
0.86 (0.11–6.97)
NA
NA
NA
174
64
68
29
30
21
32
(41.6)
(15.3)
(16.3)
(6.9)
(7.2)
(5)
(7.7)
30
3
3
1
0
0
0
(81.1)
(8.1)
(8.1)
(2.7)
(0)
(0)
(0)
5.21
0.36
0.54
0.45
(2.2–12.33)
(0.11–1.26)
(0.16–1.84)
(0.57–3.54)
NA
NA
NA
7
156
118
143
113
77
(1.7)
(37.1)
(28.1)
(34)
(26.9)
(18.3)
3
16
16
17
23
4
(8.1)
(43.2)
(43.2)
(45.9)
(62.2)
(10.8)
5.87
1.38
1.59
1.31
2.99
0.78
(1.29–26.75)
(0.67–2.82)
(0.78–3.26)
(0.65–2.66)
(1.36–6.58)
(0.26–2.37)
Bold values indicate findings significant at an a = 0.05 level.
aOR, adjusted odds ratio controlling for age, sex, and race/ethnicity.
Problem gamers reported gaming primarily on dedicated
handheld devices more frequently. While previous research
found increased gaming among adolescents who owned
dedicated handheld devices versus multiuse tablets,48 the
association between problem gaming and handheld devices
appears to be a novel finding. These handheld devices allow
the user to game regardless of physical location, increasing
possible play time and allowing the choice of gaming during
any other activity.
Problem gamers reported that their parents used gaming
as a reward significantly more often than nonproblem
gamers. This may represent the importance of gaming to
problem gamers and their parents’ realization of its effectiveness as a reward. The increased limits on school day
gaming reported by problem gamers likely reflect their
parents’ belief that their gaming negatively affects their
academic work. However, unlike prior studies, we found no
significant difference in grades for problem and nonproblem
gamers.1,9,35,49 This may be due to inaccurate self-reporting
of grades or other unmeasured factors that may influence
grades such as parental education level or socioeconomic
status.
The most significant limitation of our study was the inability
to independently verify responses, a challenge intrinsic to our
anonymous survey method. Additionally, it is possible that
participants underreported problem gaming behaviors because
of social desirability or misreported other variables such as
academic performance and mental health diagnosis. As this
was a cross-sectional survey study, we could identify significant associations between the variables of interest, but could
not establish causality. As the central hypothesis was related to
problem gaming rates in the PWM population, we did not
conduct mediation analyses for the gaming, psychosocial, or
demographic variables studied.
PROBLEM GAMING AMONG CHILDREN IN WEIGHT MANAGEMENT PROGRAMS
In conclusion, this study of children seeking treatment in
multiple PWM programs found a prevalence of problem
gaming behavior very similar to that found previously in
diverse pediatric populations. Although not significantly
higher among this patient population, problem gaming,
which affects 1 of 11 children, remains an important issue to
identify and address in PWM programs. This is especially the
case since increased sedentary screen hours may contribute
to weight gain in problem gamers and because the social
dysfunction associated with problem gaming may affect
weight management success and the patient’s quality of life.
Acknowledgments
The authors thank Peggy Karpink for her invaluable assistance in coordinating IRB approval and handling data use
agreements for the multiple study sites. Dr. Phan received
support through grant K23HD083439-01A1, Integrating Parenting Interventions into Pediatric Obesity Care, supported by
the NICHD.
Authors’ Contributions
Dr. Stubblefield conceptualized the study, helped create
the study instrument, assisted with data analysis, and drafted
the initial manuscript. Drs. Datto and Phan conceptualized
the study, helped create the study instrument, recruited
and enrolled patients, assisted with data analysis, assisted
with drafting the manuscript, and reviewed and revised the
manuscript. Drs. Werk, Stackpole, Siegel, Stratbucker,
Tucker, and Christison expanded the study to their respective institutions, recruited and enrolled patients, provided
feedback for study implementation, and reviewed and revised the manuscript. Dr. Hossain performed power analyses to determine the project size, clarified study aims and
goals, and performed detailed statistical analysis. Dr. Gentile conceptualized and refined the study, providing specific
guidance for the development of the survey instrument and
appropriate approaches for analysis. He also reviewed and
revised the manuscript. All authors approve the manuscript
as submitted.
Author Disclosure Statement
No competing financial interests exist.
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Address correspondence to:
Dr. Sam Stubblefield
Department of General Pediatrics
Nemours/Alfred I. duPont Hospital for Children
1600 Rockland Road
Wilmington, DE 19803
E-mail: sstubble@nemours.org