Your browser doesn't support javascript.
loading
Prevalence, predictive factors, and impacts of internet gaming disorder among adolescents: A population-based longitudinal study.
Meng, Yajing; Shi, Xinyi; Cai, Duanfang; Ran, Maosheng; Ye, Anhong; Qiu, Changjian.
Affiliation
  • Meng Y; Mental Health Center, West China Hospital of Sichuan University, Chengdu, China; Sichuan Clinical Medical Research Center for Mental Disorders, Chengdu, China. Electronic address: yajingmeng218@163.com.
  • Shi X; Mental Health Center, West China Hospital of Sichuan University, Chengdu, China; Sichuan Clinical Medical Research Center for Mental Disorders, Chengdu, China.
  • Cai D; Zigong Mental Health Center, Zigong Hospital Affiliated to Southwest Medical University, Zigong, China.
  • Ran M; Mental Health Center, West China Hospital of Sichuan University, Chengdu, China; Sichuan Clinical Medical Research Center for Mental Disorders, Chengdu, China.
  • Ye A; Zigong Mental Health Center, Zigong Hospital Affiliated to Southwest Medical University, Zigong, China. Electronic address: hayem@163.com.
  • Qiu C; Mental Health Center, West China Hospital of Sichuan University, Chengdu, China; Sichuan Clinical Medical Research Center for Mental Disorders, Chengdu, China. Electronic address: qiuchangjian@wchscu.cn.
J Affect Disord ; 362: 356-362, 2024 Oct 01.
Article in En | MEDLINE | ID: mdl-38844168
ABSTRACT

BACKGROUND:

Internet gaming disorder (IGD) becomes a growing concern during the digital era, especially with the pandemic's social distancing measures. It is essential to comprehend the psychosocial predictors and impacts of IGD.

METHODS:

A two-wave annual panel study was conducted in Zigong, China, utilizing regional sampling through school-based surveys involving upper primary school to high school students. Data were collected in October 2020 (T1, N = 94,020) and October 2021 (T2, N = 60,551). Self-report data were collected on demographic information, internet gaming behavior, and other mental health factors. Cross-lagged panel models (CLPM) were employed to estimate the bidirectional relationships between the variables.

RESULTS:

At T1, 65,643 (72.6 %) participants identified as gamers; at T2, this number decreased to 42,213 (69.7 %). T1 IGD symptoms demonstrated predictability for all T2 psychological variables. Within the framework of the CLPM examining the interplay between IGD symptoms, anxiety symptoms, and hyperactivity/inattention, we uncovered significant reciprocal cross-lagged effects between these variables over time. The relationship between T1 IGD symptoms and T2 anxiety symptoms had age-specific differences, with 13-15-year-old boys displaying the highest coefficient, which decreased for the 16-18 age group.

LIMITATIONS:

Our study is subject to potential recall bias associated with self-reported retrospective data. Additionally, our analysis assumes temporal ordering between variables, an assumption that may not always hold in complex systems.

CONCLUSIONS:

There are reciprocal relationships between IGD symptoms, anxiety symptoms, and hyperactivity/inattention in adolescents, underscoring the imperative need for comprehensive strategies aimed at addressing the impact of IGD on mental health and overall well-being.
Subject(s)
Key words

Full text: 1 Collection: 01-internacional Database: MEDLINE Main subject: Video Games / Internet Addiction Disorder Limits: Adolescent / Child / Female / Humans / Male Country/Region as subject: Asia Language: En Journal: J Affect Disord Year: 2024 Document type: Article

Full text: 1 Collection: 01-internacional Database: MEDLINE Main subject: Video Games / Internet Addiction Disorder Limits: Adolescent / Child / Female / Humans / Male Country/Region as subject: Asia Language: En Journal: J Affect Disord Year: 2024 Document type: Article