Video Game Addiction: Is it Real?
Males ages 8 to 18 report feeling "addicted to video
games", according to new Harris Interactive survey
ROCHESTER, N.Y. – April 2, 2007 – Reports from around
the world suggest that gaming addiction is real and on the rise. Nationally, 8.5
percent of youth gamers (ages 8 to 18) can be classified as pathological or
clinically "addicted" to playing video games. Most youth play video
games and many feel that they may be playing too much. Nearly one-quarter (23%)
of youth say they that have felt "addicted to video games", with about
one-third of males (31%) and a little more than one in ten females (13%) feeling
"addicted." Forty-four percent of youth also report that their friends
are addicted to games. With nearly 8 in 10 American youth (81%) playing video
games at least one time per month, including 94 percent of all boys playing,
this certainly raises concerns about video game addiction.
These are just some of the results of a new survey of 1,178
U.S. children and teenagers (ages 8 to 18) conducted online by Harris
Interactive® between January 17 to 23, 2007. This study is the first
to document a national prevalence rate of pathological video game use among
youth.
Video game playing time differs by age as well as gender. The
average 8- to 12 year-old now plays 13 hours of video games per week, while the
average 13- to 18 year old plays 14 hours of video games per week. There are
large differences between boys and girls, as tween (those ages 8 to 12) and teen
boys average 16 hours and 18 hours per week, respectively. Tween girls average
10 hours per week and teen girls average 8 hours per week. Time matters because
8- to 18-year-olds who spend more time playing video games are more likely to
perform more poorly in school, get into physical fights and/or be physically
heavier.
Dr. Douglas Gentile, Director of the Media Research Lab at
Iowa State University and the director of research for the National Institute on
Media and the Family, states, "It is important that people realize that
playing a lot is not the same thing as pathological play. For
something to be an addiction, it has to mean more than you do it a lot. It
has to mean that you do it in such a way that it damages your life. This is
why we based our definition on how pathological gambling is diagnosed in the
DSM-IV. Almost one out of every ten youth gamers show enough symptoms of
damage to their school, family, and psychological functioning to merit serious
concern."
According to Dr. Suzanne Martin, Youth and Education
Researcher at Harris Interactive, "The prevalence of video gaming in youth
culture in combination with this level of pathological video gaming is great
cause for concern and highlights the need for further research in this
arena."
Gamers who were surveyed and classified as pathological were
receiving lower grades in schools than their peers, were more likely to have
video game systems in their bedrooms (65%), were spending much more time playing
games each week (averaging 24.5 hours per week), and were also more likely to
have been diagnosed with an attention deficit problem.
Methodology
This survey was designed in collaboration with Psychology
professor Douglas Gentile, Ph.D., director of the Media Research Lab at Iowa
State University and the director of research for the National Institute on
Media and the Family, and was conducted online by Harris Interactive among 1,178
children and teenagers (including 497 tweens ages 8 to 12, and 681 teens ages 13
to 18) within the United States between January 17 to 23, 2007. Some
questions were asked to a subset of the total sample. Figures for age, sex,
race/ethnicity, education, parental education, and region were weighted where
necessary to bring them into line with their actual proportions in the
population.
All surveys are subject to several sources of error. These
include: sampling error (because only a sample of a population is interviewed);
measurement error due to question wording and/or question order, deliberately or
unintentionally inaccurate responses, nonresponse (including refusals),
interviewer effects (when live interviewers are used) and weighting.
With one exception (sampling error) the magnitude of the
errors that result cannot be estimated. There is, therefore, no way to calculate
a finite "margin of error" for any survey and the use of these words
should be avoided.
With pure probability samples, with 100 percent response
rates, it is possible to calculate the probability that the sampling error (but
not other sources of error) is not greater than some number. With a pure
probability sample of 1,178, one could say with a ninety-five percent
probability that the overall results have a sampling error of +/-3 percentage
points. Sampling error for data based on sub-samples may be higher and may vary.
However this does not take other sources of error into account. This online
survey is not based on a probability sample and therefore no theoretical
sampling error can be calculated.
These statements conform to the principles of disclosure of
the National Council on Public Polls.
About the Harris Interactive Youth and Education Research
Practice
The Youth and Education Research Practice conducts
research among children, teens, parents, educators, administrators and
policy makers that assists in understanding the lives of children,
teens and college students. The team specializes in research related
to marketing geared toward the young consumer, to public policy
related to youth and education, to family and parenting issues, and
satisfaction studies and research that measures the standards of K-12
and higher education in districts across the nation. The
practice conducts custom and syndicated studies both for
non-profit and for-profit organizations.
Downloadable PDF files of previous issues, and the current
issue of Trends and Tudes, containing this information and more
(to be posted soon), can be found at: http://www.harrisinteractive.com/news/newsletters_k12.asp.
About Harris Interactive
Harris Interactive is the 12th largest and
fastest-growing market research firm in the world. The company provides
innovative research, insights and strategic advice to help its clients make more
confident decisions which lead to measurable and enduring improvements in
performance. Harris Interactive is widely known for The Harris Poll, one
of the longest running, independent opinion polls and for pioneering online
market research methods. The company has built what it believes to be the world’s
largest panel of survey respondents, the Harris Poll Online. Harris Interactive
serves clients worldwide through its United States, Europe and Asia offices, its
wholly-owned subsidiary Novatris in France and through a global network of
independent market research firms. The service bureau, HISB, provides its market
research industry clients with mixed-mode data collection, panel development
services as well as syndicated and tracking research consultation. More
information about Harris Interactive may be obtained at www.harrisinteractive.com.
To become a member of the Harris Poll Online and be
invited to participate in online surveys, register at
www.harrispollonline.com.
Press Contact:
Tracey McNerney
Harris Interactive
585-214-7756
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