Video games are, without a doubt, a new medium in which art can flourish and players can immerse themselves in incredible worlds. However, as video games are becoming an important source of entertainment in the U.S. In the US, many studies have been conducted focusing on the worrying increase in video game addiction in Asia. Specifically, Japan, China and South Korea have seen a huge increase in abuse among Asian video game players.
People often imagine games like Candy Crush and Angry Birds when they think about mobile games. These games can certainly be addictive in their own right. However, many of the best mobile games are smartphone versions of PC games, allowing players to continue playing even when they are away from the computer. While solo games aren't usually considered to be especially addictive, some players can still become addicted to these games. Some solo games have multiplayer options, but most of the game is played only by a single player.
Many online games found that their number of players increased during the lockdown, as people used their real-life online friendships to follow the rules of the lockdown. Curiously, according to BF%, no differences were detected between the groups in terms of the percentage that exceeded the obesity threshold. Regarding awareness, a significant and negative association was found with being an addicted, problematic or committed player, both in gross and adjusted analysis. Gender (being male) and age group (being young) were positively associated with addicted, problem and committed players.
In the crudest analysis, a high extraversion score was significantly and negatively associated with players' addiction or commitment, compared to those who scored low. For example, the trait of neuroticism is only significant for addicted and problem gamblers, but not for inveterate gamblers. Regarding marital status, a study reported that the typical addicted gambler was single (Wenzel et al. However, highly committed players, who spent comparable amounts of time playing but who didn't support basic addiction criteria, showed no greater risk of suffering from any of these health problems.
Two different samples were used: one that included all participants (N = 10.08) and another that included only active players. These factors provide information about the field of video game addiction and can help provide guidance on how to identify individuals who are at risk of becoming addicted gamers. The effect remained significant when personality traits were taken into account, but the association with the participation of an active player did not remain significant when psychosomatic health was taken into account. The results showed that there were 1.4 percent of addicted players, 7.3 percent of problem players, 3.9 percent of committed players and 87.4% of normal players.
However, in the adjusted model, the association with being a committed player did not remain significant. Although several studies have been conducted on the relationship between health and video game addiction, few studies have used nationally representative samples of players. In addition, since there are few studies that investigate health in relation to different groups of players, the present study will also complement this literature in this regard.