TY - JOUR
T1 - Predictors and patterns of problematic Internet game use using a decision tree model
AU - Rho, Mi Jung
AU - Jeong, Jo Eun
AU - Chun, Ji Won
AU - Cho, Hyun
AU - Jung, Dong Jin
AU - Choi, In Young
AU - Kim, Dai Jin
N1 - Publisher Copyright:
© 2016 The Author(s).
PY - 2016/9
Y1 - 2016/9
N2 - Background and aims: Problematic Internet game use is an important social issue that increases social expenditures for both individuals and nations. This study identified predictors and patterns of problematic Internet game use. Methods: Data were collected from online surveys between November 26 and December 26, 2014. We identified 3,881 Internet game users from a total of 5,003 respondents. A total of 511 participants were assigned to the problematic Internet game user group according to the Diagnostic and Statistical Manual of Mental Disorders Internet gaming disorder criteria. From the remaining 3,370 participants, we used propensity score matching to develop a normal comparison group of 511 participants. In all, 1,022 participants were analyzed using the chi square automatic interaction detector (CHAID) algorithm. Results: According to the CHAID algorithm, six important predictors were found: gaming costs (50%), average weekday gaming time (23%), offline Internet gaming community meeting attendance (13%), average weekend and holiday gaming time (7%), marital status (4%), and self perceptions of addiction to Internet game use (3%). In addition, three patterns out of six classification rules were explored: cost consuming, socializing, and solitary gamers. Conclusion: This study provides direction for future work on the screening of problematic Internet game use in adults.
AB - Background and aims: Problematic Internet game use is an important social issue that increases social expenditures for both individuals and nations. This study identified predictors and patterns of problematic Internet game use. Methods: Data were collected from online surveys between November 26 and December 26, 2014. We identified 3,881 Internet game users from a total of 5,003 respondents. A total of 511 participants were assigned to the problematic Internet game user group according to the Diagnostic and Statistical Manual of Mental Disorders Internet gaming disorder criteria. From the remaining 3,370 participants, we used propensity score matching to develop a normal comparison group of 511 participants. In all, 1,022 participants were analyzed using the chi square automatic interaction detector (CHAID) algorithm. Results: According to the CHAID algorithm, six important predictors were found: gaming costs (50%), average weekday gaming time (23%), offline Internet gaming community meeting attendance (13%), average weekend and holiday gaming time (7%), marital status (4%), and self perceptions of addiction to Internet game use (3%). In addition, three patterns out of six classification rules were explored: cost consuming, socializing, and solitary gamers. Conclusion: This study provides direction for future work on the screening of problematic Internet game use in adults.
KW - Chi-square automatic interaction detector
KW - Decision tree analysis
KW - Pattern
KW - Predictors
KW - Problematic Internet game use
UR - http://www.scopus.com/inward/record.url?scp=84989828170&partnerID=8YFLogxK
U2 - 10.1556/2006.5.2016.051
DO - 10.1556/2006.5.2016.051
M3 - Article
C2 - 27499227
AN - SCOPUS:84989828170
SN - 2062-5871
VL - 5
SP - 500
EP - 509
JO - Journal of Behavioral Addictions
JF - Journal of Behavioral Addictions
IS - 3
ER -