In conclusion, the present study found that youth in a general
school population spend far more time on computer/gaming station
use than guidelines recommend. Addictive patterns of use were consistently
shown to be associated with emotional/behavioural impairment,
whereas time, after controlling for addiction, was not, lending
weight to the concept of ‘Internet addiction’ as a distinct entity. This
result implies that clinical assessment of youth should include questions
about qualitative subjective features of use (eg, “I’m trying to cut
down, but I can’t”), along with amount of use. Further implications
are that interventions that simply restrict the amount of use may be
insufficient to address addictive use. Parents and youth had overlapping
but distinct perspectives on addiction, and concerns from either
parents or youths warrant clinical concern and further investigation.
In conclusion, the present study found that youth in a general
school population spend far more time on computer/gaming station
use than guidelines recommend. Addictive patterns of use were consistently
shown to be associated with emotional/behavioural impairment,
whereas time, after controlling for addiction, was not, lending
weight to the concept of ‘Internet addiction’ as a distinct entity. This
result implies that clinical assessment of youth should include questions
about qualitative subjective features of use (eg, “I’m trying to cut
down, but I can’t”), along with amount of use. Further implications
are that interventions that simply restrict the amount of use may be
insufficient to address addictive use. Parents and youth had overlapping
but distinct perspectives on addiction, and concerns from either
parents or youths warrant clinical concern and further investigation.
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