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RETRACTED ARTICLE: Correlates, comorbidities, and suicidal tendencies of problematic game use in a national wide sample of Korean adults

Overview of attention for article published in International Journal of Mental Health Systems, May 2017
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  • Above-average Attention Score compared to outputs of the same age (53rd percentile)
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Title
RETRACTED ARTICLE: Correlates, comorbidities, and suicidal tendencies of problematic game use in a national wide sample of Korean adults
Published in
International Journal of Mental Health Systems, May 2017
DOI 10.1186/s13033-017-0143-5
Pubmed ID
Authors

Subin Park, Hong Jin Jeon, Jung Woo Son, Haesoo Kim, Jin Pyo Hong

Abstract

This study aimed to investigate the prevalence, correlates, comorbidities, and suicidal tendencies of problematic game use in a nationally representative sample of Korean adults. Of the 6022 subjects who participated in the 2011 Korean Epidemiologic Catchment Area study and completed the Composite International Diagnostic Interview 2.1, 1397 game users were evaluated for problematic game use using 9-item DSM-5 proposed criteria for Internet gaming disorder. Respondents who responded "yes" to five or more of the nine DSM-5 criteria were considered as problematic game users and the reminders were considered as normal game users. 4.0% (56/1397) of game users were classified as a problematic game user. Problematic game users were more likely to be in younger age group and live in urban area compared with normal game user. Problematic game use was positively associated with several psychiatric disorders including nicotine use disorder, depressive disorder, and anxiety disorder, but not associated with alcohol use disorder and obsessive-compulsive disorder, after adjusting for age, sex, and residential area. Problematic game use was significantly and positively associated with suicide plans, after controlling for psychiatric disorders as well as socio-demographic factors. Problematic game use is relatively prevalent in Korean adult population and highly comorbid with other psychiatric disorders and suicidality. Therefore, preventive strategy for problematic game use is needed for game users who were more likely to be addicted such as young adults in urban area, and mental health screening and appropriate treatment are needed for individuals with problematic game use.

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Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 105 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 105 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 14 13%
Student > Master 11 10%
Student > Bachelor 11 10%
Researcher 9 9%
Student > Postgraduate 7 7%
Other 18 17%
Unknown 35 33%
Readers by discipline Count As %
Psychology 27 26%
Medicine and Dentistry 17 16%
Nursing and Health Professions 4 4%
Social Sciences 4 4%
Computer Science 3 3%
Other 9 9%
Unknown 41 39%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 3. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 07 September 2021.
All research outputs
#12,743,935
of 22,971,207 outputs
Outputs from International Journal of Mental Health Systems
#436
of 718 outputs
Outputs of similar age
#143,626
of 310,860 outputs
Outputs of similar age from International Journal of Mental Health Systems
#11
of 18 outputs
Altmetric has tracked 22,971,207 research outputs across all sources so far. This one is in the 44th percentile – i.e., 44% of other outputs scored the same or lower than it.
So far Altmetric has tracked 718 research outputs from this source. They typically receive more attention than average, with a mean Attention Score of 8.4. This one is in the 39th percentile – i.e., 39% of its peers scored the same or lower than it.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 310,860 tracked outputs that were published within six weeks on either side of this one in any source. This one has gotten more attention than average, scoring higher than 53% of its contemporaries.
We're also able to compare this research output to 18 others from the same source and published within six weeks on either side of this one. This one is in the 38th percentile – i.e., 38% of its contemporaries scored the same or lower than it.