ReviewFrontiers in psychology2025
Gaming disorder and problematic caffeine consumption in adolescents: a narrative review and public health framework.
Review in Frontiers in psychology, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
0 citing papers in PubMed.
No citing paper in PubMed yet.
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
3 authors.
Funding
Abstract
Caffeinated beverages, particularly energy drinks, appear to be frequently consumed by adolescents during gaming sessions. This may be in part due to the normalization of caffeine use within gaming culture, where energy drinks are marketed as performance-enhancing tools and symbols of the "gamer" identity. Given evidence of the relationships between gaming disorder (GD) and problematic caffeine consumption (PCC), a narrative review was conducted to synthesize the current literature on GD/gaming and PCC/caffeine use in adolescents. Eight key topics emerged from the literature: (1) the associations between GD/gaming and PCC/caffeine use; (2) the need for increased regulation of caffeine sales and marketing in gaming contexts; (3) parental and peer influences on caffeine use; (4) health and marketing literacy related to caffeinated products; (5) sex-specific patterns in gaming-related caffeine consumption; (6) overlapping neurocognitive mechanisms underlying GD and PCC; (7) self- or peer-enacted strategies for reducing caffeine intake; and (8) shared negative consequences of GD and PCC. These findings reveal multiple interacting influences that may reinforce both behaviors and have been used to propose a public health framework to inform future research, intervention, and policy to promote and protect the health of adolescents who consume caffeine and game.
Indexed as
Identifiers
What Socratic holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the Socratic graph.