Video game playing has become a very popular activity globally and has even become recognized as a sport by some countries, including China. The prevalence of problematic video gaming in mainland China is just beginning to be explored, while so-called addiction rehabilitation camps conduct questionable procedures to “cure” those viewed as addicted to video games. This paper reports on the prevalence of problematic gaming in a sample of 317 mainland Chinese young adults. The survey included questions about demographics, video gaming preferences, frequency of video game playing, and video game related problems as measured by the Problem Video Game Playing scale (PVP). Most of the students (88.29%) reported having played video games in the past, and 17.75% reported playing games daily. A little more than 1 in 10 of respondents (12.6%) endorsed 5 or more of the PVP items (males 21.43%; females 4.29%). Further research is required regarding appropriate means of prevention and treatment of problematic video game playing, as well as deeper investigation into risk factors and the psychological impact of gaming dependency.
Keywords: Mainland Chinese, prevalence, problematic gaming, problem video game playing (PVP) scale, young adults, video games
What follows is the Discussion and Conclusion portion of my thesis dissertation for Concordia University Irvine. For the complete document, please send a request via email.