The objective of this work was to examine the connections between problematic digital gaming and various health-related behavior characteristics in a population of vocational school students. Data collection was performed… Click to show full abstract
The objective of this work was to examine the connections between problematic digital gaming and various health-related behavior characteristics in a population of vocational school students. Data collection was performed (N = 1335) via an online survey in vocational school units in northern Finland. The survey incorporated the Internet Gaming Disorder Test (IGD10) as well as self-reported measures including questions on socio-demographics, information on the living arrangements of participants, gaming habits, and health-related behaviors. Eighty-four percent (n = 773) of the respondents (an average age of 17.5 years [SD = 4.4]) played digital games regularly. Male gender, daily game use, having no close friends, self-perceived underweight status and monthly drug use were all significantly and positively associated with problematic gaming scores. Engagement in digital game playing was especially associated with participants who lived with a friend or friends or in a blended family structure engagement. These findings have implications for counselors and researchers working on the health-related behaviors of vocational school students.
               
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