Problematic gaming use and psychological distress among Spanish young adults: A comprehensive study

dc.contributor.authorSuárez Soto, Elizabeth
dc.contributor.authorPeris-de la Hoz, A.
dc.contributor.authorSánchez-Fernández-Quejo, A.
dc.contributor.authorRodríguez-Toscano, E.
dc.contributor.authorLagunas, N.
dc.contributor.authorReneses, B.
dc.contributor.authorDe la Torre Luque, Alejandro
dc.date.accessioned2026-04-21T15:57:49Z
dc.date.available2026-04-21T15:57:49Z
dc.date.issued2025
dc.date.updated2026-04-21T15:57:49Z
dc.description.abstractBackground and objectives: This study examined problematic video game use and its sociodemographic and clinical correlates in a sample of 1,410 Spanish video game players (33.6% women; mean age = 21.12 years, SD = 3.29). Methods: The participants completed a comprehensive set of assessment scales to evaluate clinical features: a sociodemographic interview, problematic video gaming (using the GAS-7), emotional symptoms (with the Goldberg Anxiety and Depression scales), suicidal ideation (with the Paykel Suicidal Ideation Scale), loneliness (De Jong Gierveld Loneliness Scale) and impulsivity (UPPS-P scale). Participants were classified based on problematic gaming severity. Differences between groups were explored for the clinical features assessed. Results: As a result, most participants showed a low-risk gaming pattern (88.2%), in comparison to those showing either excessive use of video games (10% of participants) or problematic (pathological) gaming use (almost 2%). Risk groups differed by sex (p < .01), but not age, education, or employment. Game time and frequency varied across risk groups, indicating higher use with greater risk. Clinical correlates were examined, with higher risk groups showing more depressive symptoms (p < .01), anxiety symptoms (p < .01), suicidal ideation (p < .01), and loneliness (p < .01). Impulsiveness dimensions also showed significant group differences, except for sensation seeking. In conclusion, problematic video game use was linked to higher levels of depressive symptoms, anxiety, suicidal ideation, loneliness, and impulsiveness. Conclusion: This study sheds light on the clinical aspects associated with different levels of problematic gaming.
dc.format.extent8 p.
dc.format.mimetypeapplication/pdf
dc.identifier.idgrec757812
dc.identifier.issn0213-6163
dc.identifier.urihttps://hdl.handle.net/2445/229112
dc.language.isoeng
dc.publisherUniversidad de Zaragoza
dc.relation.isformatofReproducció del document publicat a: https://doi.org/10.1016/j.ejpsy.2024.100279
dc.relation.ispartofThe European Journal of Psychiatry, 2025, vol. 39, num.1, 100279
dc.relation.urihttps://doi.org/10.1016/j.ejpsy.2024.100279
dc.rightscc by (c) Suárez-Soto, E. et al., 2025
dc.rights.accessRightsinfo:eu-repo/semantics/openAccess
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.sourceArticles publicats en revistes (Psicologia Clínica i Psicobiologia)
dc.subject.classificationJoc compulsiu
dc.subject.classificationAnsietat
dc.subject.classificationEspanya
dc.subject.otherCompulsive gambling
dc.subject.otherAnxiety
dc.subject.otherSpain
dc.titleProblematic gaming use and psychological distress among Spanish young adults: A comprehensive study
dc.typeinfo:eu-repo/semantics/article
dc.typeinfo:eu-repo/semantics/publishedVersion

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