Gaming Patterns and Related Symptoms in Adolescents Using Cluster Analysis: Baseline Results From the Internet User Cohort for Unbiased Recognition of Gaming Disorder in Early Adolescence (iCURE) Study
Drawing on baseline data from the iCURE cohort, this Environmental Research paper by Hyunsuk Jeong, Hae Kook Lee, and colleagues sorted more than 2,300 Korean adolescents into three clusters based on their gaming patterns and related risk and protective factors. One cluster — about a fifth of participants — combined heavier gaming with co-occurring psychological and social difficulties and showed markedly higher odds of screening into internet-gaming-disorder-associated risk than a cluster with few such difficulties. A third, intermediate cluster fell between the two. The authors frame the analysis as evidence that gaming-related risk tends to cluster together with other warning signs rather than occurring in isolation, supporting targeted screening over one-size-fits-all approaches. TechKids Foundation cites this as part of the broader iCURE evidence behind co-occurring risk patterns in adolescents.
Baseline iCURE data grouped adolescents into three clusters by gaming pattern and psychosocial risk/protective factors; one cluster (about 19% of the sample) combined heavier gaming with co-occurring psychological and social difficulties and showed markedly higher odds of gaming-disorder-associated symptoms than the lowest-risk cluster.
Jeong, Hyunsuk, Hyeon Woo Yim, Sun-Jin Jo, Seung-Yup Lee, Hae Kook Lee, Douglas A. Gentile, Hye Jung Son, Hyun-Ho Han, Yong-Sil Kweon, Soo-Young Bhang, and Jung-Seok Choi. "Gaming Patterns and Related Symptoms in Adolescents Using Cluster Analysis: Baseline Results From the Internet User Cohort for Unbiased Recognition of Gaming Disorder in Early Adolescence (iCURE) Study." Environmental Research 182 (2020): 109105. https://doi.org/10.1016/j.envres.2019.109105