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located on the World Wide Web at:
http://www.pediatrics.org
abstract www.pediatrics.org/cgi/doi/10.1542/peds.2009-2706
doi:10.1542/peds.2009-2706
OBJECTIVE: Video game playing may negatively impact youth. How- Accepted for publication Aug 12, 2010
ever, the existing literature on gaming is inconsistent and often has Address correspondence to Rani A. Desai, PhD, MPH, NEPEC/182,
focused on aggression rather than the health correlates of gaming and VA Connecticut Healthcare System, 950 Campbell Ave, West
the prevalence and correlates of problematic gaming. Haven, CT 06546. E-mail: rani.desai@yale.edu
METHODS: We anonymously surveyed 4028 adolescents about gaming PEDIATRICS (ISSN Numbers: Print, 0031-4005; Online, 1098-4275).
and reported problems with gaming and other health behaviors. A total Copyright © 2010 by the American Academy of Pediatrics
of 51.2% of the sample reported gaming (76.3% of boys and 29.2% of FINANCIAL DISCLOSURE: Over the past 3 years, Dr Potenza has
received financial support or compensation as a consultant and
girls). advisor for Boehringer Ingelheim, has had financial interests in
RESULTS: There were no negative health correlates of gaming in boys Somaxon, has received research support from the National
Institutes of Health (NIH), the Veteran’s Administration, the
and lower odds of smoking regularly; however, girls who reported Mohegan Sun Casino, the National Center for Responsible
gaming were less likely to report depression and more likely to report Gaming and its affiliated Institute for Research on Gambling
Disorders, and Forest Laboratories pharmaceuticals, has
getting into serious fights and carrying a weapon to school. Among participated in surveys, mailings, or telephone consultations
gamers, 4.9% reported problematic gaming, defined as reporting try- related to drug addiction, ICDs, or other health topics, has
consulted for law offices on issues related to addictions or ICDs,
ing to cut back, experiencing an irresistible urge to play, and experi- has provided clinical care in the Connecticut Department of
encing a growing tension that could only be relieved by playing. Boys Mental Health and Addiction Services Problem Gambling
Services Program, has performed grant reviews for the NIH and
were more likely to report these problems (5.8%) than girls (3.0%). other agencies, has guest-edited sections of journals, has given
Correlates of problematic gaming included regular cigarette smoking, academic lectures in grand rounds, continuing medical
drug use, depression, and serious fights. Results suggest that gaming education events, and other clinical or scientific venues, and
has generated books or book chapters for publishers of mental
is largely normative in boys and not associated with many health fac- health texts; the other authors have indicated they have no
tors. In girls, however, gaming seems to be associated with more ex- financial relationships relevant to this article to disclose.
ternalizing behaviors and fewer internalizing symptoms.
CONCLUSIONS: The prevalence of problematic gaming is low but not
insignificant, and problematic gaming may be contained within a
larger spectrum of externalizing behaviors. More research is needed
to define safe levels of gaming, refine the definition of problematic
gaming, and evaluate effective prevention and intervention strategies.
Pediatrics 2010;126:e1414–e1424
e1414 DESAI et al
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ARTICLES
The popularity of video, computer, on- impulse-control disorder (ICD). The gaming has used online samples of
line, and virtual reality games has formal ICDs, such as pathologic gam- gamers or small groups of individuals
raised concern in both the popular me- bling, are characterized by appetitive identified as having problematic gam-
dia1 and the research community re- urges or growing tension before par- ing behaviors, which presents prob-
garding the potential for negative ticipation, relief or pleasure after lems for generalizability. This study
health effects of gaming, including the engagement in the behavior, and used survey data from a large sample
potential for addiction.2–10 Gaming has repeated behavioral engagement de- of adolescents and examined the prev-
been associated with both positive and spite negative consequences.43 It is im- alence and clinical correlates of gam-
negative clinical correlates; however, portant to note that they are not de- ing, reported problems associated
the evidence for a negative impact of fined by concern or complaints about with video games, and the prevalence
gaming has been inconsistent. Experi- the behavior from family, which is im- and correlates of problematic gaming.
enced gamers may exhibit superior vi- portant when evaluating behaviors in
sual, spatial, and attention skills,11–13 adolescents who may be in conflict METHODS
and video-game formats have been with parents around a wide variety of Sampling
successfully used to deliver health in- issues. Problematic gaming has typi-
Data were derived from a cross-
terventions to children and adoles- cally been defined in the literature on
sectional anonymous survey of stu-
cents.14 Depending on the specific the basis of measures of pathologic
dents in public high schools, as de-
game, high levels of motor skill and of- gambling5,6,40,44,45; however, a variety of
scribed previously.51 Schools were
ten problem-solving are required to definitions and criteria have been
first recruited into the study, and then
advance through levels of play.15 Sur- used, which has led to inconsistent es-
students at each enrolled school were
vey research has indicated that chil- timates of the prevalence of problem-
invited to participate. Invitation letters
dren who play video games often do so atic gaming. were sent to all public 4-year and non-
in social groups, such as with friends Individuals with problematic gaming vocational or special-education high
or family members,16,17 and that fre- behavior have been shown to exhibit schools in the state of Connecticut. Af-
quency of gaming is positively associ- inattention, hyperactivity, and poor ter the initial round of letters were
ated with more peer interaction out- self-control46,47; experience time dis- mailed, the response from schools
side of school,16 although there is not tortion while playing48; and demon- was not yet sufficient to ensure that all
enough evidence to conclude that gam- strate increased aggression and di- geographic regions of the state were
ing is a positive contributor to social minished empathy if their games sufficiently represented. Therefore,
development in children.18 Research of choice contain aggressive con- targeted contacts were made to
on the association between gaming tent.28–30,32,37 Those with gaming prob- schools that were in areas that would
and aggression, in both laboratory19–21 lems who are engaged primarily in ensure a more representative sample.
and survey22–25 settings, and several large online gaming communities of- The final sample was representative of
meta-analyses,26,27 has generally indi- ten are shy,49 have an external locus of 14- to 18-year-old adolescents in Con-
cated a lack of a strong association be- control,49 and use gaming to deal with necticut according to the most recent
tween playing games (even violent negative emotions.50 US census.51
ones) and aggressive behavior,18 al- Multiple research gaps presently exist.
though some studies have revealed First, not all adolescents play video Survey Procedures
such an association.4,24,28–37 games, and the health correlates of In most cases, the entire student body
Although the research to support con- gaming (eg, relationships with drug was targeted for administration of the
cern about gaming as a negative and alcohol use or depression) are in- survey. Students were told that they
health behavior in general remains completely understood, because much could voluntarily refuse to complete
controversial, there is clear evidence of the published research has focused the survey if they wished and were re-
that some individuals develop a pat- on school performance, obesity, and minded to keep surveys anonymous.
tern of gaming behavior that is aggression. Second, the likelihood of The survey took ⬃50 minutes to
problematic.1,5,6,8,38– 42 Because video- gaming, and the clinical correlates complete.
gaming is a nondrug behavior with he- thereof, are likely to differ by gender,
donic components, problematic gam- and gender differences in gaming and Measures
ing might be best conceptualized as its health correlates are poorly under- The measures used in this analysis in-
a nonsubstance addiction or an stood. Third, much of the research on cluded self-reported gender, race, eth-
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TABLE 1 Demographic Characteristics of the High School Student Sample and Association With Video-Game Playing, According to Gender
Variable Total Sample Boys (N ⫽ 1845) Girls (N ⫽ 2139)
n % Played Video 2 P n % Played Video 2 P n % Played Video 2 P
Games Ever, % Games Ever, % Games Ever, %
Black
Yes 399 9.91 51.38 0.0033 .954 186 10.08 74.19 0.51 .4731 205 9.58 28.78 0.02 .8845
No 3629 90.09 51.23 1659 89.92 76.55 1934 90.42 29.27
White
Yes 3090 76.71 50.84 0.8493 .3568 1399 75.83 76.05 0.22 .6417 1666 77.89 29.47 0.23 .6298
No 938 23.29 52.56 446 24.17 77.13 473 22.11 28.33
Asian
Yes 159 3.95 65.41 13.3 .0003 83 4.50 81.93 1.52 .2184 67 3.13 43.28 6.62 .0101
No 3869 96.05 50.66 1762 95.5 76.05 2072 96.87 28.76
Other race
Yes 568 14.1 50.70 0.076 .7823 250 13.55 79.20 1.33 .2484 309 14.45 26.86 0.97 .3243
No 3460 85.9 51.33 1595 86.45 75.86 1830 85.55 29.62
Hispanic
Yes 519 13.43 52.41 0.31 .5806 232 13.15 76.72 0.01 .9232 273 13.23 30.40 0.14 .7129
No 3346 86.57 51.11 1532 86.85 76.44 1791 86.77 29.31
Grade
9th 1245 30.99 57.11 29.01 ⬍.0001 571 30.98 78.63 10.40 .0155 654 30.65 37.92 35.23 ⬍.0001
10th 1108 27.58 50.90 505 27.40 79.01 592 27.74 26.35
11th 1055 26.26 47.39 477 25.88 74.42 571 26.76 24.69
12th 609 15.16 46.47 290 15.74 70.34 317 14.85 24.61
Family structure
1 parent 910 22.9 48.02 5.29 .0711 386 21.15 70.98 10.33 .0057 515 24.45 30.49 1.77 .4133
2 parents 2865 72.09 52.32 1353 74.14 78.27 1484 70.47 28.17
Other 199 5.01 49.75 86 4.71 70.93 107 5.08 32.71
ated with gaming, among the sample measures, whereas only 22 (3.0%) lower caffeine consumption, depres-
of 2196 gamers. In the total sample, the girls did so. sion, serious fights, and carrying a
majority of respondents reported play- Table 5 compares demographic char- weapon to school. However, given ef-
ing less than 7 hours/week (61.1%); acteristics of those in the problematic fect sizes and the number of models,
however, 10.9% reported playing 20 gaming group with all others who re- the most robust of these findings are
hours or more in a typical week. The ported gaming, stratified according to for an increase in regular smoking
most commonly endorsed items re- gender. Among boys, problematic (OR: 2.12; P ⫽ .007), depression (OR:
lated to problems with gaming were gaming was associated with nonwhite 3.62; P ⬍ .0001), and serious fights (OR:
family members expressing concern 2.97; P ⬍ .0001).
and Asian race. There were no signifi-
about gaming, trying to cut back on
cant associations among girls. DISCUSSION
gaming, and experiencing an irresist-
ible urge to play. Although the majority Among health correlates (Table 6), This study is among the first and larg-
of respondents endorsed none of the problematic gaming was associated est to examine clinical correlates of
problematic symptoms, 4.9% en- with boys who smoked regularly, were video-gaming and problematic gaming
dorsed all 3 of the items indicative of depressed, and got into serious fights in a community sample of adolescents.
an ICD. or carried a weapon. Among girls, We found that approximately half of
problematic gaming was associated the students reported gaming, concen-
There were significant gender differ-
with other drug use, depression, and trated among younger students and
ences in patterns of gaming and prob-
lems with gaming as well. Girls, com- serious fights. There was no associa- more common in boys.
pared with boys, more frequently tion with BMI in either boys (P ⫽ .20) or There were no significant negative
reported playing fewer than 7 hours/ girls (P ⫽ .33). health correlates of gaming in boys,
week, and 14% of boys reported play- Logistic regression models presented which likely reflects the popularity and
ing 20 or more hours/week. Girls also in Table 7 indicated that, adjusted for normative nature of such games for
reported problematic gaming less of- race and gender, problematic gaming this group. In addition, boys who re-
ten than boys. There were 84 (5.9%) was associated with higher odds of ported gaming were significantly less
boys who endorsed the 3 problem smoking regularly, other drug use, likely to report being a regular
smoker. However, among the girls, higher risk for developing a gaming Gender Differences in Correlates
gaming was associated with mod- problem but that overall the risk of de- of Gaming
estly lower risk of depression and veloping a problem is relatively low.
moderate increases in serious fights Problematic gaming was associated The gender differences observed be-
(OR: 1.7) and carrying a weapon (OR: with some important risk behaviors tween gamers and nongamers, cou-
2.1). (moderate effect sizes were found pled with the contrast in frequencies
We also found that among boys who for depression [OR: 3.6] and fighting of gaming across gender, are sugges-
reported gaming, 5.9% endorsed prob- [OR: 3.0]) but was not associated tive of a gender-specific self-selection
lematic gaming, compared with 3.0% with grade averages, extracurricu- process. That is, whereas gaming may
of girls who reported gaming, which lar activities, marijuana use, or be more appealing to boys in general,
suggests that male gamers may be at alcohol use. it may be particularly attractive to
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TABLE 3 Association Between Lifetime Video-Game Playing and Other Health Factors, Adjusting for tivity. The finding also may reflect cul-
Grade and Stratified According to Gender
tural differences in socioeconomic
Variable Total Sample Boys Girls Gender
conditions at home and in their com-
Interactiona
munities: it is possible that girls who
OR P OR P OR P P
live in more violent neighborhoods,
Grade average (reference: As and Bs)
Cs 0.66 .8586 0.868 .6483 1.140 .458 .0623
where they are more likely to experi-
Ds and Fs 0.84 .1422 0.673 .0278 1.080 .9568 ence fights and to carry a weapon for
Extracurricular activities: yes 0.97 .6836 0.99 .9351 0.961 .7263 protection, also are more likely to be
Smoking, lifetime (reference: never)
Occasionally 0.76 .0144 0.656 .4695 0.710 .003 .1408
attracted to gaming, may be more
Regularly 0.69 ⬍.0001 0.524 .0046 1.070 .1004 .0028 likely to spend time with male peers
Marijuana, lifetime: yes 0.75 .0002 0.653 .0002 0.834 .0854 .1984 who are themselves gaming, or may
Sip of alcohol, lifetime: yes 0.78 .0239 0.856 .3362 0.715 .0245 .3239
prefer to stay home and play games
Current alcohol frequency (reference:
never regular) rather than be outside in dangerous
Light 1.05 .7099 0.846 .8659 1.243 .1 communities.
Moderate 0.90 .4022 0.978 .3059 0.863 .0716
Heavy 0.87 .3964 0.671 .0965 1.127 .6305 The finding also may be reflective of
Other drug use, lifetime: yes 1.04 .7675 0.832 .3376 1.292 .1758 personality characteristics that are
Caffeine use (reference: none) more externalizing; girls who reported
1–2 drinks per d 1.51 ⬍.0001 1.929 .0004 1.190 .7481 .0049
ⱖ2 drinks per d 1.65 ⬍.0001 1.684 .1366 1.510 .0052 .5075 gaming were not only more likely to get
Sad or hopeless ⱖ2 wk: yes 1.19 .0549 1.154 .3499 0.721 .0024 .0149 into fights and carry weapons, behav-
Serious fights: yes 1.05 .7501 0.778 .1725 1.668 .0218 .008 iors generally considered to be exter-
Carry a weapon: yes 1.17 .1109 0.860 .2056 2.095 ⬍.0001 ⬍.0001
a
nalizing, but also were somewhat less
Interaction term tests whether the OR for boys and girls are significantly different from each other.
likely to report feelings of depression,
which would reflect more internalizing
TABLE 4 Characteristics of Video-Game Playing Among Those Who Have Played Video Games
patterns. An additional possibility is
Characteristic Level Total Boys Girls 2 P
Sample that gaming may exert a positive effect
on mood in girls; however, this hypoth-
n % n % n %
esis and the precise nature of the rela-
Frequency of game playing in a typical
week, h tionship warrant additional study in
⬍7 1262 61.14 739 52.49 511 81.76 160.22 ⬍.0001 longitudinal investigations.
7–14 385 18.65 314 22.30 65 10.40
15–20 192 9.30 160 11.36 28 4.48 Among boys, the finding that gaming is
ⱖ20 225 10.90 195 13.85 21 3.40 associated with more prosocial or
Ever tried to cut back? 408 20.20 302 22.00 96 15.60 10.87 .001 beneficial behaviors, such as less cig-
Family expressed concern? 560 27.79 466 33.92 84 13.73 86.19 ⬍.0001
Missed activities to play? 289 14.37 238 17.33 41 6.73 39.21 ⬍.0001
arette use, may reflect a different peer
Do you think you have a problem? 175 8.76 134 9.84 33 5.44 10.48 .0012 group among gamers. As noted above,
Experienced irresistible urge to play? 395 19.72 318 23.28 68 11.18 39.13 ⬍.0001 the general lack of associations be-
Experienced growing tension only relieved 319 15.91 253 18.51 56 9.20 27.69 ⬍.0001
by playing?
tween health behaviors and gaming in
3 key symptoms endorseda 106 4.90 84 5.85 22 3.02 8.34 .0039 boys also may reflect the normative
Total No. of items endorsed nature of gaming for boys in the cur-
0 1094 53.92 650 47.03 429 69.53 97.30 ⬍.0001
rent US culture.
1 366 18.04 269 19.46 95 15.40
2 243 11.98 197 14.25 42 6.81
3 131 6.46 106 7.67 24 3.89 Problematic Gaming
4 109 5.37 94 6.80 13 2.11
5 51 2.51 42 3.04 9 1.46 Although there are no uniformly
6 35 1.72 24 1.74 5 0.81 agreed-on thresholds for excessive
a Unsuccessfully tried to cut back, experience irresistible urge, experience growing tension only relieved by playing. game playing, we found higher fre-
quencies of playing among boys than
girls, and ⬃14% of the boys reported
girls with certain characteristics. Al- nated, this finding may suggest not playing an average of 3 hours/day or
though causality cannot be examined that gaming leads to aggression but more. This, coupled with the possibility
in these cross-sectional data and com- that more aggressive girls are at- that frequencies may be underre-
peting hypotheses cannot be elimi- tracted to gaming as a recreational ac- ported because of the known phenom-
enon of time lapse,48 in which gamers “badge of honor” (eg, claiming to Those who reported problems with
seem unaware of how much time has have a problem or an irresistible gaming also were significantly more
elapsed while playing, may reflect a urge to play as a sign of a serious or likely to report depression. Additional
strong appeal of these games, particu- experienced player). research is needed to understand the
larly to boys. However, it also suggests role that video games play in brain
The results of this study suggest that
a need to further characterize the po- function,54–56 including those pathways
tential risks and benefits associated adolescents with problematic gaming
also associated with depression. How-
with high-frequency play and to bal- are more likely to also be engaging in ever, some research has suggested
ance such risks and benefits against other risk behaviors such as smoking, that adolescents who play excessive
those of other activities favored drug use, and violence and are more amounts of video games, in part, do so
by adolescents, including watching likely to report depression. It is not to deal with negative affect.50,57 Con-
television or experimenting with possible with these data to determine versely, excessive playing may alter
substances.53 whether problematic gaming leads to brain function in such a way as to in-
experimentation, aggression, or de- crease depressed affect and the risk of
Boys were significantly more likely
pression or vice versa, or the factors depression.
than girls to report problems with
gaming. When examining the 3 mea- develop in conjunction, perhaps re-
sures of an ICD, a relatively low but im- lated to common etiologic factors such Strengths and Limitations
portant proportion of both boys and as the violence content in games or This study is among the largest to ex-
girls have gaming problems. Addi- other common underlying traits such amine gaming in high school students,
tional research is needed to examine as introversion/extraversion, impul- and this sample size allowed for the
the accuracy of self-reports of such sivity, or sensation-seeking. Future examination of gender differences in
problems and whether these or other longitudinal research is needed to ex- health correlates. Data were examined
questions are the best way to assess amine the onset of risk behaviors in by using regression models in a man-
impairment related to gaming. It is temporal relation to gaming and their ner consistent with previous work that
possible, for example, that some of potential roles in the development of investigated youth impulse-control be-
the items may be endorsed as a health problems. haviors, which allows for comparabil-
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TABLE 6 Health and Functioning Measures and Association With Problematic Gaming, According to Gender
Variable Total Sample Boys Girls
n % Problematic 2 P n % Problematic 2 P n % Problematic 2 P
Gamers, % Gamers, % Gamers, %
Grade average 0.7521
As and Bs 1189 55.64 4.63 1.07 .5847 748 53.24 5.61 0.2313 .8908 431 61.05 2.78 0.569
Cs 674 31.54 5.49 457 32.53 5.91 206 29.18 3.88
Ds and Fs 274 12.82 5.84 200 14.23 6.50 69 9.77 2.90
Extracurricular activities 0.1795
Yes 1646 74.95 4.68 2.42 .1198 1072 74.70 5.41 1.51 .2191 552 75.72 2.54 1.81
No 550 25.05 6.36 363 25.30 7.16 177 24.28 4.52
Smoking, lifetime
Never 1363 64.35 3.96 10.28 .0058 911 66.06 4.39 9.91 .0071 434 61.13 2.76 2.08 0.353
Occasionally 467 22.05 5.57 302 21.90 6.62 161 22.68 2.48
Regularly 288 13.60 8.33 166 12.04 10.24 115 16.20 5.22
Marijuana, lifetime 0.0831
Yes 776 37.91 6.19 2.86 .0906 507 38.32 6.31 0.36 .5472 256 36.99 4.69 3
No 1271 62.09 4.48 816 61.68 5.51 436 63.01 2.29
Sip of alcohol, lifetime 0.6313
Yes 1758 85.05 4.95 0.78 .3778 1118 83.75 5.64 0.99 .3207 614 87.59 3.26 0.23
No 309 14.95 6.15 217 16.25 7.37 87 12.41 2.30
Current alcohol frequency 0.0751
Never regular 396 31.50 5.30 2.44 .4867 255 31.99 5.49 1.01 .7984 138 30.80 5.07 6.91
Light 366 29.12 3.28 221 27.73 4.52 142 31.70 1.41
Moderate 344 27.37 3.49 222 27.85 4.50 118 26.34 0.85
Heavy 151 12.01 3.97 99 12.42 3.03 50 11.16 6.01
Other drug use, lifetime 0.001
Yes 183 10.13 10.38 12.53 .0004 120 10.17 9.17 3.03 .0814 58 9.63 10.34 10.85
No 1623 89.87 1.37 1060 89.83 5.28 544 90.37 2.39
Caffeine use 0.0666
None 403 18.88 7.69 9.44 .0089 279 20.04 7.89 4.18 .1236 112 15.75 6.25 5.42
1–2 drinks per d 1142 53.49 3.85 738 53.02 4.61 394 55.41 2.03
ⱖ2 drinks per d 590 27.63 5.08 375 26.94 5.87 205 28.83 2.93
Sad or hopeless ⱖ2 wk 21.62 ⬍0.0001
Yes 431 20.66 10.21 36.85 ⬍.0001 211 15.62 11.37 17.44 ⬍.0001 214 30.27 7.48
No 1655 79.34 3.26 1140 84.38 4.30 493 69.73 1.01
Serious fights 6.52 0.0106
Yes 177 8.30 14.12 35.56 ⬍.0001 129 9.31 13.95 19.12 ⬍.0001 41 5.73 9.76
No 1955 91.70 4.04 1257 90.69 4.69 675 94.27 2.67
Carry a weapon 0.369
Yes 530 24.75 7.74 12.63 .0004 431 30.85 7.66 5.51 .019 86 12.04 4.65 0.81
No 1611 75.25 3.91 966 69.15 4.55 628 87.96 2.87
ity across studies.58 However, the data ing problem gaming. We selected a rel- behaviors, may represent important
are cross-sectional, so that temporal atively stringent threshold for defining variables of consequence (perhaps
associations cannot be elucidated, and problematic gaming, and additional particularly for girls59,60) in the devel-
this limits our ability to suggest causal research is needed to determine the opment of problematic video-gaming,
pathways or theoretical models for optimal threshold for this definition. and future studies should investigate
problematic gaming. Also, the data Despite a substantial sample size, the directly and systematically the rela-
were self-reported and the psychomet- low prevalence of problematic gaming tionships between gender, mood, and
ric properties of the questions have did not allow us to fully investigate gen- problematic video-gaming. Additional
not been directly evaluated, although der interactions in multivariable mod- factors such as temperament warrant
they were based on validated ques- els. Given the suggestion of differences similar consideration as potential vul-
tions used to assess other impulsive in bivariate analyses, future research nerability factors.61 Such analyses
behaviors in the Minnesota Impulse should examine potential gender dif- could help identify how additional fac-
Disorder Inventory.52 Additional re- ferences in the correlates of problem- tors might be mediating the relation-
search is needed to determine atic gaming. In addition, other factors, ship between problem video-game
whether these questions are accurate, such as depression, that are found in playing and negative measures of
reliable, and appropriate for assess- association with other impulse-control health and functioning. Finally, we
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e1424 DESAI et al
Downloaded from www.pediatrics.org by on November 16, 2010
Video-Gaming Among High School Students: Health Correlates, Gender
Differences, and Problematic Gaming
Rani A. Desai, Suchitra Krishnan-Sarin, Dana Cavallo and Marc N. Potenza
Pediatrics published online Nov 15, 2010;
DOI: 10.1542/peds.2009-2706
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