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Pan W, Sun J, Zhu Z, Zhang R, Han X. Understanding Problematic Gaming Through Self-Determined Versus Non-Self-Determined Motivation: Two Mediating Pathways of Harmonious and Obsessive Passion. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2025; 28:259-265. [PMID: 40025970 DOI: 10.1089/cyber.2024.0428] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 03/04/2025]
Abstract
Problematic gaming has detrimental effects on individuals' mental and physical health. Adopting the self-determination theory as a theoretical framework and differentiating two types of game motivation (self-determined vs. non-self-determined), this study examined how these two types of game motivation may be oppositely associated with gamers' problematic gaming behaviors. By conducting a cross-sectional survey on massively multiplayer online video game players in China (n = 1,201), the current study found that individuals' self-determined motivation was negatively associated with their problematic gaming, while non-self-determined motivation positively predicted problematic gaming. Furthermore, these direct effects were mediated through individuals' harmonious passion and obsessive passion while playing games, respectively. Implications were discussed in terms of problematic gaming prevention and game design.
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Affiliation(s)
- Wenjing Pan
- School of Journalism and Communication, Renmin University of China, Beijing, China
| | - Jikai Sun
- Hubbard School of Journalism and Mass Communication, University of Minnesota Twin Cities, Minneapolis, Minnesota, USA
| | - Zicheng Zhu
- School of Computing, National University of Singapore, Singapore, Singapore
| | - Renwen Zhang
- Department of Communications and New Media, National University of Singapore, Singapore, Singapore
| | - Xiaoning Han
- School of Journalism and Communication, Renmin University of China, Beijing, China
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Lee MS, Choi JS, Kweon YS, Bhang SY. Structural Validity of the Diagnostic Interview for Internet Addiction Scale for Clinical Samples in Korean Children and Adolescents: Exploratory and Confirmatory Factor Analysis. Psychiatry Investig 2025; 22:167-174. [PMID: 40017280 DOI: 10.30773/pi.2024.0145] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/23/2024] [Accepted: 12/16/2024] [Indexed: 03/01/2025] Open
Abstract
OBJECTIVE This study aimed to validate the reliability and validity of the Diagnostic Interview for the Internet Addiction Scale (DIA) among Korean children and adolescents in the clinical setting. METHODS We collected the clinical data from university hospitals in South Korea and 194 children and adolescents (aged 7-18 years) completed the questionnaire. The content validity was conducted on 10 items of the DIA and an internal consistency test was performed for the verification of reliability. RESULTS Participants on average, aged 13.17 years (standard deviation=2.46), and 75.3% (n=146) were boys. The DIA was highly correlated with the scores of the Korean scale for Internet addiction for adolescents, Young's Internet Addiction Test, Internet addiction proneness scale for children and adolescents. The overall sampling suitability of the 10-item scale was tested using the Kaiser-Meyer-Olkin, resulting in a high value of 0.861. The DIA revealed a two-factor structure and the Cronbach's alpha correlation coefficient for the total scale was 0.806. Confirmatory factor analysis showed an acceptable model fit (root-mean square error of approximation=0.058, comparative fit index=0.950, and Tucker-Lewis Index=0.919). CONCLUSION The DIA may suggest in-depth-scale examinations of the factors that influence Internet addiction. We may expect that DIA would be used efficiently for the diagnosing of Internet addiction and further studies for the assessment.
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Affiliation(s)
- Mi-Sun Lee
- Faculty of Psychology, University of Warsaw, Warsaw, Poland
- Department of Preventive Medicine, College of Medicine, The Catholic University of Korea, Seoul, Republic of Korea
| | - Jung-Seok Choi
- Department of Psychiatry, Samsung Medical Center, School of Medicine, Sungkyunkwan University, Seoul, Republic of Korea
| | - Yong-Sil Kweon
- Department of Psychiatry, College of Medicine, The Catholic University of Korea, Seoul, Republic of Korea
| | - Soo-Young Bhang
- Department of Psychiatry, Nowon Eulji University Hospital, Eulji University School of Medicine, Seoul, Republic of Korea
- Eulji Psychiatry and Medical Science Center, Eulji University, Seongnam, Republic of Korea
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Dong W, Tang H, Wu S, Lu G, Shang Y, Chen C. The effect of social anxiety on teenagers' internet addiction: the mediating role of loneliness and coping styles. BMC Psychiatry 2024; 24:395. [PMID: 38802784 PMCID: PMC11129444 DOI: 10.1186/s12888-024-05854-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/02/2023] [Accepted: 05/17/2024] [Indexed: 05/29/2024] Open
Abstract
BACKGROUND & AIM There is a lack of understanding of how social anxiety may affect Internet addiction among adolescents. Based on several theories, the purpose of this study was to investigate the multiple mediating roles of loneliness and coping styles in the association between social anxiety and Internet addiction in Chinese adolescents. METHODS This study used the Social Anxiety Scale, Internet Addiction Test, Loneliness Scale, and Simple Coping Style Questionnaire to investigate 1188 students in two junior high schools and senior high schools in Henan Province, China. We adopted Pearson's correlation analysis and the PROCESS Macro Model 81 in regression analysis to explore the relationships among social anxiety, loneliness, coping styles, and Internet addiction. RESULTS We found that social anxiety not only directly affects teenagers' Internet addiction, but also affects teenagers' Internet addiction through loneliness and coping styles. CONCLUSIONS These results emphasize the importance of improving social anxiety to reduce Internet addiction among adolescents. At the same time, it also emphasizes the need to reduce adolescents' loneliness and cultivating positive coping styles. In addition, this study has certain theoretical significance for teenagers' mental health and intervention studies on Internet addiction.
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Affiliation(s)
- Wanglin Dong
- Institute of Nursing and Health, College of Nursing and Health, Henan University, Henan, Kaifeng, China
| | - Haishan Tang
- Institute of Nursing and Health, College of Nursing and Health, Henan University, Henan, Kaifeng, China
| | - Sijia Wu
- Institute of Nursing and Health, College of Nursing and Health, Henan University, Henan, Kaifeng, China
| | - Guangli Lu
- Institute of Business Administration, School of Business, Henan University, Jinming Avenue, Henan, Kaifeng, 475004, China
| | - Yanqing Shang
- School of Basic Medical Science, Henan University, Jinming Avenue, Henan, Kaifeng, 475004, China.
| | - Chaoran Chen
- Institute of Nursing and Health, College of Nursing and Health, Henan University, Henan, Kaifeng, China.
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Wong MYC, Yuan GF, Liu C, Lam SKK, Fung HW. The relationship between internet gaming disorder, sleeping quality, self-compassion, physical activity participation and psychological distress: A path analysis. Glob Ment Health (Camb) 2024; 11:e67. [PMID: 39220110 PMCID: PMC11363002 DOI: 10.1017/gmh.2024.36] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/24/2023] [Revised: 03/05/2024] [Accepted: 03/06/2024] [Indexed: 09/04/2024] Open
Abstract
The classification of internet gaming disorder (IGD) as a mental condition for further study in 2013 marked the emerging recognition of potential mental health issues associated with internet and gaming addiction. The COVID-19 pandemic and the rapid growth of gaming technology have combined to increase internet gaming, resulting in unhealthy lifestyle behaviors, poor sleep quality and psychological distress. Identifying the complex interplay between internet problem use, sleep disorders and psychological distress is crucial. However, it remains unclear how physical activity and self-compassion could improve sleep quality when individuals experience IGD symptoms. The current study, therefore, examined the relationships between IGD, sleep quality, self-compassion, physical activity and psychological distress using a path analysis approach. The study, targeting young adults (N = 283), found that physical activity played a significant role in connecting the variables and supporting the overall fit of the model. The results suggest that interventions targeting individuals with IGD should focus on promoting physical activity participation and developing self-compassion. Future research should continue to investigate the effectiveness of clinical interventions that incorporate self-compassion and physical activity counseling for individuals with IGD.
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Affiliation(s)
- Ming Yu Claudia Wong
- Department of Health and Physical Education, The Hong Kong Education University, New Territories, Hong Kong
| | - Guangzhe Frank Yuan
- South Carolina SmartState Center for Healthcare Quality, Arnold School of Public Health, University of South Carolina, Columbia, SC, USA
- Department of Health Promotion, Education, and Behavior, Arnold School of Public Health, University of South Carolina, Columbia, SC, USA
| | - Caimeng Liu
- College of Teacher Education, Institute of Education Science, Leshan Normal University, Leshan, China
| | - Stanley Kam Ki Lam
- The Nethersole School of Nursing, Faculty of Medicine, The Chinese University of Hong Kong, New Territories, Hong Kong
| | - Hong Wang Fung
- Department of Social Work, Hong Kong Baptist University, Hong Kong, School of Nursing and Health Studies, Hong Kong Metropolitan University, Hong Kong
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Han ES, Park Y, Yurgelun-Todd D, Renshaw PF, Han DH. Comparing the effectiveness of game literacy education and game coding education in improving problematic internet gaming. Front Psychiatry 2024; 15:1377231. [PMID: 38585481 PMCID: PMC10995230 DOI: 10.3389/fpsyt.2024.1377231] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/27/2024] [Accepted: 03/08/2024] [Indexed: 04/09/2024] Open
Abstract
Objective Problematic internet gaming by adolescents has been thought to be associated with low self-esteem, depression, anxiety, and attention problems. We hypothesized that both game literacy and coding education would effectively improve problematic internet use. However, game coding education would be more effective in enhancing self-esteem and social anxiety in adolescents than game literacy education. Methods A total of 733 adolescent volunteers were included and randomly assigned to either the game coding education or game literacy education programs. Both programs consisted of eight sessions, each lasting 45 minutes, over four weeks. The coding education sessions included game planning and development lessons and allowed students to create the game's characters, stages, and tutorials directly using Scratch, a free coding program. Game literacy education sessions included lessons on enjoying gaming with a healthy rationale and etiquette. Data on demographics, gaming patterns, and psychological status, including positive/negative perceptions of online games, depression, social anxiety, and self-esteem, were collected. Results Both game coding and game literacy education significantly improved YIAS scores compared to baseline, and there was no significant difference in the YIAS scores between the two groups after the interventions. In the hierarchical logistic regression analysis of all participants, higher YIAS scores, stronger negative perceptions of gaming, and lower attention problem scores at baseline predicted lower levels of internet gaming addiction after interventions. In the hierarchical logistic regression analysis among individuals with game coding education, higher YIAS scores, stronger negative perceptions of gaming, lower attention problem scores, and higher self-esteem scores at baseline predicted lower levels of internet gaming addiction after intervention. In addition, game coding education greatly improved negative perceptions of games, self-esteem, and social anxiety compared to game literacy education. Conclusion Both game literacy and game coding education effectively mitigate internet game addiction. However, game coding education effectively mitigated problematic internet gaming by improving negative perceptions of games, self-esteem, and social anxiety in adolescents. We found that the application of knowledge by students in creating their own games was more effective than simply developing a conceptual understanding of the games.
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Affiliation(s)
- Ellie Seunga Han
- Department of Political Science, Vanderbilt University, Nashville, TN, United States
| | - YeJi Park
- IT and Human Research and Clinic Center, Chung Ang University Medical School, Seoul, Republic of Korea
| | - Deborah Yurgelun-Todd
- Huntsman Mental Health Institute, University of Utah, Salt Lake City, UT, United States
- Veterans Affairs (VA) Salt Lake City Mental Illness Research, Education, and Clinical Centers (MIRECC), Salt Lake City, UT, United States
| | - Perry F. Renshaw
- Huntsman Mental Health Institute, University of Utah, Salt Lake City, UT, United States
- Veterans Affairs (VA) Salt Lake City Mental Illness Research, Education, and Clinical Centers (MIRECC), Salt Lake City, UT, United States
| | - Doug Hyun Han
- Department of Psychiatry, Chung Ang University Hospital, Seoul, Republic of Korea
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Yoon J, Chun J, Bhang SY. Internet Gaming Disorder and Mental Health Literacy: A Latent Profile Analysis of Korean Adolescents. Psychiatry Investig 2024; 21:300-310. [PMID: 38569588 PMCID: PMC10990622 DOI: 10.30773/pi.2023.0303] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/09/2023] [Revised: 12/14/2023] [Accepted: 01/14/2024] [Indexed: 04/05/2024] Open
Abstract
OBJECTIVE This study identified latent subtypes of mental health literacy (MHL) for Internet gaming disorder (IGD) and explored their characteristics and differences in various factors in adolescents. METHODS This study analyzed secondary data from the 2019 Youth Smart Digital Media Survey and included data from 1,936 middle and high school students (14-18 years old). Thirteen items of the MHL questionnaire were used for latent profile analysis. We compared the characteristics and predictors of the identified types using various statistical analyses, including one-way ANOVA, chi-square test, and multinomial logistic regression. RESULTS We identified three subtypes of MHL for IGD in adolescents: "low perception-prefer informal resources," "moderate perception-preferred resources unclear," and "high perception-prefer professional resources." Subtypes showed significant differences in sex, age, family affluence, e-learning time during weekdays, mental health risks, level of problematic smartphone use, and IGD. All variables except IGD predicted one or more latent types. CONCLUSION Practical interventions are required to improve IGD MHL, including customized prevention based on the differences between the three types.
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Affiliation(s)
- Jiyoung Yoon
- Department of Social Welfare, Ewha Womans University, Seoul, Republic of Korea
| | - JongSerl Chun
- Department of Social Welfare, Ewha Womans University, Seoul, Republic of Korea
| | - Soo-Young Bhang
- Department of Psychiatry, Nowon Eulji University Hospital, Eulji University School of Medicine, Seoul, Republic of Korea
- Nowon Community Addiction Management Center, Seoul, Republic of Korea
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Ghali S, Afifi S, Suryadevara V, Habab Y, Hutcheson A, Panjiyar BK, Davydov GG, Nashat H, Nath TS. A Systematic Review of the Association of Internet Gaming Disorder and Excessive Social Media Use With Psychiatric Comorbidities in Children and Adolescents: Is It a Curse or a Blessing? Cureus 2023; 15:e43835. [PMID: 37736454 PMCID: PMC10509728 DOI: 10.7759/cureus.43835] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/03/2023] [Accepted: 08/20/2023] [Indexed: 09/23/2023] Open
Abstract
Internet gaming and social media usage (SMU), particularly among children and teenagers, have witnessed a remarkable surge over the past decade. However, it remains uncertain whether this widespread usage has a positive or negative impact. The primary objective of this systematic review was to investigate the diverse effects of excessive video game playing and extensive SMU, both favorable and detrimental, on the psychological and mental well-being of children and adolescents. To assess the influence of internet gaming disorder (IGD) and disordered SMU on the mental health of children aged 6-12 years and adolescents aged 13-18 years, we conducted a systematic review of 20 studies on the subject. These studies utilized a substantial sample size of 48,652 participants, encompassing online and in-person questionnaires administered to children, teenagers, and their parents in educational institutions, healthcare facilities, and online platforms. Our findings suggest that multiple factors contribute to the intricate relationship between SMU, video game playing, and mental health outcomes. The majority of research indicates that excessive gaming or SMU among children and teenagers leads to adverse consequences on their mental well-being. Furthermore, certain studies have even reported fatal consequences, while others have identified a worsening of preexisting mental health issues. A few studies have explored the potential positive impacts of SMU and gaming on individuals and society at large. In light of this, we have concluded that it is inappropriate to categorize internet gaming and SMU as solely beneficial or detrimental without considering the broader context and the interplay of various factors.
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Affiliation(s)
- Sally Ghali
- Psychiatry/Neuroscience, California Institute of Behavioral Neurosciences & Psychology, Fairfield, USA
| | - Shadin Afifi
- Internal Medicine, California Institute of Behavioral Neurosciences & Psychology, Fairfield, USA
| | - Vineet Suryadevara
- Internal Medicine, California Institute of Behavioral Neurosciences & Psychology, Fairfield, USA
| | - Yaman Habab
- Internal Medicine, California Institute of Behavioral Neurosciences & Psychology, Fairfield, USA
| | - Alana Hutcheson
- Internal Medicine, California Institute of Behavioral Neurosciences & Psychology, Fairfield, USA
| | - Binay K Panjiyar
- Cardiology, Harvard Medical School, Boston, USA
- Internal Medicine, California Institute of Behavioral Neurosciences & Psychology, Fairfield, USA
| | - Gershon G Davydov
- Nephrology, California Institute of Behavioral Neurosciences & Psychology, Fairfield, USA
- Internal Medicine, Soroka University Medical Center, Be'er Sheva, ISR
| | - Hiba Nashat
- Internal Medicine, California Institute of Behavioral Neurosciences & Psychology, Fairfield, USA
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Al Ali T, Alshryda S. Adolescent-Acquired Flatfeet: The Tip of the Iceberg. Cureus 2022; 14:e30983. [DOI: 10.7759/cureus.30983] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 11/01/2022] [Indexed: 11/06/2022] Open
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