Prevalence, predictive factors, and impacts of internet gaming disorder among adolescents: A population-based longitudinal study

J Affect Disord. 2024 Oct 1:362:356-362. doi: 10.1016/j.jad.2024.06.020. Epub 2024 Jun 4.

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.

Keywords: Adolescent anxiety; Adolescent hyperactivity/inattention; COVID-19; Internet gaming disorder.

MeSH terms

  • Adolescent
  • Anxiety / epidemiology
  • Anxiety / psychology
  • Behavior, Addictive / epidemiology
  • Behavior, Addictive / psychology
  • Child
  • China / epidemiology
  • Female
  • Humans
  • Internet Addiction Disorder* / epidemiology
  • Internet Addiction Disorder* / psychology
  • Longitudinal Studies
  • Male
  • Prevalence
  • Self Report
  • Students / psychology
  • Students / statistics & numerical data
  • Video Games* / psychology
  • Video Games* / statistics & numerical data