can be expanded, for example, from a gender and age
perspective on game addiction prevalence in Asia,
South America, or other different cultural groups.
6 CONCLUSION
To sum up, existing research has identified a
correlation among age, gender, and game addiction.
Regarding gender, the prevalence of game addiction
is greater in males compared to females. In terms of
age, young individuals are more likely to be addicted
to games than the elderly.
This result suggests the prevention of the game
addiction should be more focused on male teenagers
and young adults. Due to the relatively high
prevalence of game addiction among school-aged
students, schools and parents play an important role
in the prevention.
For the future research, the relationships between
longitudinal variables, which are related to gender
and age, and game addiction are needed. Except for
that, research on the prevalence of more uncovered
countries, regions, minority populations, and cultures
is also needed.
REFERENCES
Abolfotouh, M. A., & Barnawi, N. A. (2024). Prevalence
and prediction of video gaming addiction among Saudi
adolescents, using the Game Addiction Scale for
Adolescents (GASA). Psychology Research and
Behavior Management, 17(000), 3889–3903
Alghamdi, D. A., Alghamdi, F. A. G., Abusulaiman, A.,
Alsulami, A. J., Bamotref, M., & Alosaimi, A., et al.
(2024). Video game addiction and its relationship with
sleep quality among medical students. Journal of
Epidemiology and Global Health, 14(3)
Djannah, S. N., Tentama, F., & Sinanto, R. A. (2021). Game
addiction among adolescents and its' health impacts.
International Journal of Public Health Science, 10(3)
Durakhatice, Y., Demrhanesra, K., & CitilMahmut. (2022).
Examining various risk factors as the predictors of gifted
and non-gifted high school students' online game
addiction. Computers and Education, 177, 104378
Graham, M., & Joseph. (2014). Narrative therapy for
treating video game addiction. International Journal of
Mental Health and Addiction, 12(6), 701–707
Greenfield, D. (2022). Clinical considerations in internet and
video game addiction treatment. Child and Adolescent
Psychiatric Clinics of North America, 31(1), 99–119
Hidayat, Z., Permatasari, C. B., & Mani, L. (2022). Cyber
violence and bullying in online game addiction: A
phenomenological study. Journal of Theoretical and
Applied Information Technology, 100(5), 1428–1440
Jahantigh, H., & Nourimoghadam, S. (2023). The mediating
role of anxiety in the relationship between mothers'
cognitive avoidance and adolescents' digital game
addiction. International Journal of High Risk Behaviors
and Addiction, 12(3), 9
Lee, Z. W. Y., Chan, T. K. H., Cheung, & Christy, M. K.
(2015). Massively multiplayer online game addiction:
Instrument development and validation. Information
and Management
Mentzoni, R. A., Brunborg, G. S., Molde, H., Myrseth, H.,
Skouverae, K. J. M., & Hetland, J., et al. (2011).
Problematic video game use: Estimated prevalence and
associations with mental and physical health.
Cyberpsychology Behavior and Social Networking,
14(10), 591–596
Müezzin, E. (2015). An investigation of high school
students' online game addiction with respect to gender.
Turkish Online Journal of Educational Technology,
2015(special issue)
Rehbein, F., & Mle, T. (2013). Video game and internet
addiction: Is there a need for differentiation? Sucht,
59(3), 129–142
Ruth, Festl, Michael, Scharkow, Thorsten, & Quandt.
(2012). Problematic computer game use among
adolescents, younger and older adults. Addiction,
108(3), 592–599
Tsitsika, A., Critselis, E., Kormas, G., Filippopoulou, A.,
Tounissidou, D., & Freskou, A., et al. (2009). Internet
use and misuse: A multivariate regression analysis of the
predictive factors of internet use among Greek
adolescents. European Journal of Pediatrics, 168(6), 655
Vollmer, C., Randler, C., Horzum, M. B., & Ayas, T. (2014).
Computer game addiction in adolescents and its
relationship to chronotype and personality. SAGE Open,
4(1), 1–9
Wittek, C. T., Finserås, T. R., Pallesen, S., Mentzoni, R. A.,
Hanss, D., & Griffiths, M. D., et al. (2016). Prevalence
and predictors of video game addiction: A study based
on a national representative sample of gamers.
International Journal of Mental Health and Addiction
Wong, U., & Hodgins, D. C. (2014). Development of the
Game Addiction Inventory for Adults (GAIA).
Addiction Research, 22(3), 195–209
World Health Organization. (2020). Addictive behaviours:
Gaming disorder. World Health Organization.
https://www.who.int/news-room/questions-and-
answers/item/addictive-behaviours-gaming-disorder
World Health Organization Regional Office for Europe.
(2024). Teens, screens and mental health.
https://www.who.int/europe/news/item/25-09-2024-
teens--screens-and-mental-health
Zhou, X., & Xing, J. (2021). The relationship between
college students' online game addiction, family function
and self-control. Health