

he aim of this study was to identify problematic gaming behavior among Finnish adolescents and young adults, and evaluate its connection to a variety of psychological, social, and physical health symptoms.
This cross-sectional study was conducted with a random sample of 293 respondents aged from 13 to 24 years. Participants completed an online survey. Problematic gaming behavior was measured with the Game Addiction Scale (GAS). Self-reports covered health measures such as psychological health (psychopathological symptoms, satisfaction with life), social health (preferences for social interaction), and physical health (general health, Body Mass Index [BMI], body discomfort, physical activity).
Problematic gaming behavior was found to relate to psychological and health problems, namely fatigue, sleep interference, depression and anxiety symptoms. Multiple linear regression indicated that the amount of weekly gaming, depression and a preference for online social interaction predicted increased problematic gaming symptoms.
This research emphasized that problematic gaming behavior had a strong negative correlation to a variety of subjective health outcomes.
Download the PDF article on AKJournals.

New Zealand should copy the Australian ban on social media for children under 16, a public health researcher says. The Australian government said it would pass a law banning social media for children under 16. Prime Minister Anthony Albanese announced yesterday that a bill will be introduced to parliament within weeks.
Read More
This report by eSafety in Australia provides valuable early insights on the initial impacts over the first three months of the social media delay on young people and families. One key finding was that most under-16s who had social media accounts before commencement were able to either retain them or create new ones at the three-month mark, with social media platforms’ failure to implement effective age assurance measures cited as the main reason.
Read More
The relationship between social media use and life satisfaction changes across adolescent development. Our analyses of two UK datasets comprising 84,011 participants (10–80 years old) find that the cross-sectional relationship between self-reported estimates of social media use and life satisfaction ratings is most negative in younger adolescents.
Read MoreScreen Sense offers personalised one-to-one support to help you better understand your digital habits and make practical, lasting changes to the way you use technology.
Sessions >