Categories: Gaming

Journal of Medical Internet Research

This web page was created programmatically, to learn the article in its unique location you possibly can go to the hyperlink bellow:
https://www.jmir.org/2026/1/e74030
and if you wish to take away this text from our web site please contact us


Internet gaming is more and more standard; the variety of web avid gamers worldwide reached 3.31 billion in 2023, with a rising fee of 4.3% year-on-year []. China had the biggest variety of web avid gamers (668 million as of December 2023) []. The web penetration fee of Chinese minors (aged under 18 y) was 97.2%, and 67.8% of them performed web video games recurrently []. Internet gaming might result in web gaming dysfunction (IGD), a psychological dysfunction included by the International Classification of Diseases, eleventh Revision (ICD-11) [], and destructive penalties of social (eg, poor parent-child relationships), psychological (eg, despair), and practical (eg, impaired cognitive capabilities) issues [-]. A meta-analysis of 96 research reported the pooled prevalence of IGD amongst adolescents ranged from 7.5% to 10% globally []; it ranged from 2.4% to 21.5% in China [,]. The doubtlessly excessive adolescent IGD prevalence underscores the necessity for a greater understanding of the precedents and penalties of IGD.

Numerous theoretical and empirical research spotlight the position of gaming-specific cognitions in understanding IGD improvement and upkeep [], amongst which consequence expectancy types a typical area. According to social cognitive concept, consequence expectancy refers to tangible or intangible outcomes anticipated as outcomes of a conduct []. Outcome expectancy could possibly be manifested in optimistic (ie, perceived advantages) and destructive (eg, perceived losses) domains []. Regarding perceived advantages of web gaming, a current research summarized 3 key dimensions: psychological well being (eg, emotional enhance), social relationships (eg, social interactions), and private achievement (eg, improved shallowness) []; all these perceived advantages had been positively related to IGD in a number of cross-sectional research [-]. To our information, these associations haven’t but been demonstrated longitudinally. Regarding perceived losses as a consequence of web gaming, web gaming can entail potential destructive penalties [-] that represent losses to avid gamers. The literature typically recognized 6 dimensions of those losses. First, IGD might exacerbate psychological issues [,]. Second, IGD predicted strongly sleep issues (eg, sleep deprivation [] and poor sleep high quality [,]). Third, IGD had destructive impacts on household relationships, together with worsened parent-child relationships [] and decreased household functioning []. Fourth, though web gaming gives a platform for on-line social interactions [], it might undermine real-life social interactions [,] and improve social nervousness or phobia [,-], producing losses in social relationships. Last, web gaming could result in declines in tutorial efficiency and private achievement. IGD was longitudinally related to worsened tutorial achievement [,] and private achievement [,]. Adolescent avid gamers could concentrate on these losses, doubtlessly altering their gaming behaviors and affecting IGD danger. Notably, whereas present literature has examined associations between IGD and destructive penalties, few research have straight investigated perceived losses per se, their predictive results on IGD, or the reverse affiliation.

It can be novel to combine the time perspective into the idea of perceived advantages and losses of web gaming. The temporal frames of previous, current, and future have an effect on one’s decision-making and a wide range of addictive behaviors [-]. Accordingly, perceived advantages and losses of web gaming might happen at current (instant advantages and losses) or sooner or later (long-term advantages and losses). Our literature overview recognized just one cross-sectional research each perceived instant and future advantages of web gaming concurrently, and it reported optimistic associations between these 2 perceived advantages and IGD with a comparable impact measurement []. It means that perceived future advantages could be as vital as perceived instant advantages and shouldn’t be uncared for in future research. In distinction, it was anticipated that these perceived advantages could be the outcomes of IGD. Our literature search recognized a sole research reporting that IGD considerably predicted optimistic consequence expectations of utilizing web gaming as a self-regulatory technique []. In addition, no research regarded on the reciprocity between perceived instant and long-term losses and IGD.

The reciprocal determinism assemble of Social Cognitive Theory postulates that non-public cognitive components are key drivers of well being conduct and could possibly be formed and strengthened by the conduct itself [], supporting the bidirectional relationships between perceived instant and long-term advantages and losses and IGD. There is extra theoretical help. The expectancy-value theories postulate {that a} optimistic consequence expectancy would improve the probability of performing a conduct, whereas a destructive consequence expectancy would lower the probability of performing the conduct []. Accordingly, perceived advantages can be anticipated to extend IGD danger whereas perceived losses had been anticipated to mitigate it. Conversely, the predictive impact of IGD on perceived advantages and losses could possibly be defined by Cognitive Dissonance Theory []. There could also be cognitive dissonance when one’s conduct contradicts one’s well-being or values. To scale back this dissonance with out altering conduct, the person could alter their perceptions, doubtlessly growing perceived advantages and lowering perceived losses. Conversely, experiencing the destructive penalties of IGD might plausibly scale back perceived advantages and heighten perceived losses.

Given the background, this 2-wave potential longitudinal research aimed to (1) examine the degrees of perceived instant and long-term advantages of web gaming in 3 dimensions (psychological well being, social relationships, and private achievement) and perceived instant and long-term losses in 6 dimensions (psychological well being, sleep high quality, tutorial efficiency, household relationships, social relationships, and private achievement) amongst Chinese adolescents, and (2) look at the bidirectional relationships between perceived instant and long-term advantages and losses and IGD. It was hypothesized that (1) perceived instant and long-term advantages at baseline can be positively related to IGD at follow-up, (2) perceived instant and long-term losses at baseline can be negatively related to IGD at follow-up, (3) IGD at baseline can be considerably related to perceived instant and long-term advantages and losses at follow-up, and the instructions can be both optimistic or destructive.

Participants and Data Collection

A 12-month 2-wave potential longitudinal research was performed amongst junior center faculty college students in Guangzhou and Chengdu, China; baseline and follow-up surveys had been carried out in December 2018 and 2019, respectively. The inclusion standards at baseline included full-time grade 7 and grade 8 college students, aged 12‐14 years, who had performed web video games prior to now 12 months at baseline, and had been keen to take part on this survey. The collection of Grade 7 and eight college students was pushed by their behavioral dangers and environmental shifts particular to early adolescence. Behaviorally, this era includes heightened sensation-seeking and emotional instability, making the instant gratification of gaming extremely enticing []. Environmentally, these college students are navigating the annoying transition to secondary training and experiencing diminished parental supervision relating to digital gadget use in comparison with main faculty. Those Grade 9 college students had been excluded as they would go away faculty after 1 12 months and couldn’t be {followed} up.

With the help of native training sectors, 4 and a couple of junior center colleges had been conveniently chosen, and all grade 7 and eight college students of the chosen colleges had been invited for participation; the in-school surveys had been accredited by faculty principals. The nameless survey was self-administered by the scholars within the classroom setting within the absence of schoolteachers. Before the survey, well-trained subject staff prebriefed the scholars on the targets, content material, logistics, and voluntary nature of this research, and that submitting a accomplished questionnaire implied knowledgeable consent for participation. Written knowledgeable consent was not collected to take care of anonymity. Such info was additionally printed on the duvet web page of the structured questionnaire. In addition, subject staff assisted the scholars (eg, answering inquiries) and did the standard examine throughout and after the survey, respectively. After 12 months, the scholars accomplished the identical questionnaire with the identical information assortment procedures. The reporting of this research follows the STROBE (Strengthening the Reporting of Observational Studies in Epidemiology) pointers [], and the guidelines is included within the supplementary materials.

At baseline, 2463 accomplished the questionnaire, and a complete of 77.4% (1906/2463) questionnaires had been matched for each baseline (T1) and follow-up (T2) surveys. The misplaced to follow-up (530/1906, 21.8%) group was extra seemingly than these followed-up to be older, Chengdu members, male, not residing with each dad and mom, having father’s and mom’s academic ranges of junior center faculty or under, and having greater scores of IGD and a few domains of perceived instant and long-term advantages and losses (Table S1 in ). Among the matched questionnaires, 25.9% (494/1906) had been excluded as a consequence of not having performed web video games prior to now 12 months at T1, 5.4% (103/1906) as a consequence of lacking information in key variables (eg, gaming behaviors and IGD), and seven.1% (136/1906) as a consequence of age below12 or above 14 years. The closing pattern measurement was 1173 on this research.

Measurements

Background Variables

Background info was collected, together with age, intercourse, metropolis of research, whether or not residing with each dad and mom, father’s and mom’s academic ranges (junior center faculty or under, senior center faculty or equal, or school or above), and perceived household monetary standing (excellent, good, average, poor, or very poor).

IGD

The 9-item DSM-5 Checklist was used to display for the presence of IGD signs prior to now 12 months, together with (1) preoccupation, (2) withdrawal signs, (3) tolerance, (4) lack of ability to regulate web gaming, (5) prioritizing web video games over different actions, (6) persevering with to play web video games excessively regardless of psychosocial issues, (7) deceiving others about gaming time, (8) utilizing web video games for escapism, and (9) impaired capabilities (eg, social and tutorial efficiency) as a consequence of web gaming. All the gadgets had been rated with binary response choices (0=No and 1=Yes). A complete rating was calculated by summing the responses, leading to a spread from 0 to 9; greater scores point out the next severity of IGD signs. The Chinese model of the DSM-5 Checklist has been validated amongst adolescents in China with passable reliability and validity indices []. In this research, the Cronbach α of this guidelines at T1 and T2 was 0.75 and 0.77, respectively.

Perceived Immediate and Long-Term Benefits of Internet Gaming

Perceived instant and perceived long-term advantages of web gaming are assessed utilizing the Perceived Overall Immediate Benefits Scale (POIBS) and the Perceived Overall Future Benefits Scale (POFBS; Fudan University), respectively, each of which had been developed in Chinese adolescents and comprised 3 dimensions: psychological well being, social relationships, and private achievement []. Perceived instant advantages had been rated because the extent to which the members believed that web gaming had optimistic impacts AT PRESENT on every of the above 3 dimensions (eg, “How much positive impact do you think internet gaming has AT PRESENT on your mental health?”). Perceived long-term advantages had been rated because the extent to which the members believed that web gaming had optimistic impacts IN THE FUTURE on every of the above 3 dimensions (eg, “How much positive impact do you think internet gaming has IN THE FUTURE on your mental health?”). The 6 gadgets had been rated by utilizing 5-point Likert scales (0=None to 4=extraordinarily sturdy); greater scores point out greater ranges of perceived instant and long-term advantages. The Cronbach α of POIBS and POFBS had been 0.76/0.75 and 0.78/0.78 at T1/T2, respectively.

Perceived Immediate and Long-Term Losses Due to Internet Gaming

Overall, 6 dimensions of perceived losses as a consequence of web gaming had been thought-about on this research primarily based on a radical literature overview and professional panel dialogue, together with (1) psychological well being, (2) sleep high quality, (3) tutorial efficiency, (4) household relationships, (5) social relationships, and (6) private achievement. Following earlier publications and taking reference from the above POIBS and POFBS scale [], perceived instant losses had been rated because the extent to which the members believed that web gaming had destructive impacts AT PRESENT on every of the above 6 dimensions (eg, “How much negative impacts do you think internet gaming has AT PRESENT on your mental health?”), whereas perceived long-term losses had been rated because the extent to which the members believed that web gaming had destructive impacts IN THE FUTURE on every of the above 6 dimensions (eg, “How much negative impacts do you think internet gaming has IN THE FUTURE on your mental health?”). The 12 gadgets had been rated by utilizing 5-point Likert scales (0=None to 4=extraordinarily sturdy); greater scores point out greater ranges of perceived instant and long-term losses. The Cronbach α of perceived instant and long-term losses scales had been 0.87/0.88 and 0.89/0.90 at T1/T2, respectively. Confirmatory issue analyses confirmed the 6-item construction of perceived instant and long-term losses at each waves, demonstrating passable mannequin match indices [perceived immediate losses (T1/T2): all factor loadings over 0.67/0.66 (all P<.001), comparative fit index (CFI)=0.97/0.97, Tucker-Lewis Index (TLI)=0.95/0.95, and standardized root mean squared residual (SRMR)=0.03/0.03; perceived long-term losses (T1/T2): all factor loadings over 0.71/0.69 (all P<.001), CFI=0.98/0.97, TLI=0.96/0.95, and SRMR=0.02/0.03].

Data Analysis

Descriptive statistics and normality assessments (by way of Kolmogorov-Smirnov and Shapiro-Wilk) had been carried out. Little’s Missing Completely at Random (MCAR) take a look at was performed to guage the sample of lacking information; Multiple Imputation was used to deal with lacking information. Paired-sample t assessments had been used to check for within-individual variations in ranges of perceived instant and long-term advantages and losses at each T1 and T2. Such information evaluation was carried out by utilizing SPSS software program (model 26.0; IBM Corp). A 2-sided P worth <.05 was outlined as statistically completely different.

Cross-lagged panel analyses with the utmost probability sturdy estimator had been carried out utilizing Mplus 8.3; the analyses had been performed throughout 20 imputed datasets, and parameters had been pooled in keeping with Rubin’s guidelines. In complete, 9 fashions had been match to look at the potential bidirectional associations between every pair of perceived instant versus long-term advantages and losses and IGD. These fashions had 3 sorts of correlations: (1) cross-sectional correlations between variables on the similar time level, (2) autocorrelations between the extent of the identical variable at each T1 and T2, and (3) cross-lagged correlations between the variable at T1 and the opposite variables at T2. To higher reveal the cross-lagged correlations (eg, perceived short-term advantages of psychological well being on IGD), each cross-sectional correlations and autocorrelations, in addition to background components (ie, age, intercourse, metropolis of research, whether or not residing with each dad and mom, parental academic ranges, and perceived household monetary standing) at T1 had been managed. Satisfactory mannequin match indices of the fashions included CFI≥0.90, TLI≥0.90, and SRMR≤0.08 [].

Ethical Considerations

This research was accredited by the Survey and Behavioral Research Ethics Committee of the Chinese University of Hong Kong (quantity SBRE-18‐430). Participation on this research was solely voluntary. Prior to information assortment, all members had been knowledgeable of the research targets, procedures, and their rights as analysis members. Given the nameless nature of the survey, written knowledgeable consent was not obtained. Instead, knowledgeable consent was implied by the voluntary completion and submission of the questionnaire. Such info was additionally printed on the duvet web page of the structured questionnaire. All information had been nameless and no direct private identifiers had been collected. To allow longitudinal matching whereas preserving anonymity, as an alternative, the final 4 digits of the daddy’s and mom’s cellphone numbers and the final phonetic letters of the daddy’s and mom’s given names had been collected for matching functions. No identifiable details about members is therefore potential in any a part of this research or supplementary materials. No monetary or materials incentives had been supplied to members for his or her involvement on this research. In addition, parental approval was sought, and the parental opt-out process was exercised.

Descriptive Statistics

Among all members, the imply age was 12.5 (SD 0.6; vary=12-14) years; 72.1% (846/1173) had been from Guangzhou and 27.9% (327/1173) from Chengdu; over half (693/1173, 59.1%) had been male; 15.6% (183/1173) didn’t stay with each dad and mom; 29.9% (350/1173) perceived that their household monetary stage was poor or very poor; almost one-third of the members’ fathers (361/1173, 30.8%) or moms (335/1173, 28.6%) had obtained school or above training (). The imply IGD scores had been 2.1 (SD 2.1; vary=0-9) and 1.7 (SD 2.1; vary=0-9) at T1 and T2, respectively.

Table 1. Frequencies and proportions of background variables within the 2-wave cross-lagged panel research on bidirectionality between perceived instant and long-term advantages and losses and web gaming dysfunction amongst adolescent web avid gamers in Chengdu and Guangzhou, China (December 2018 to December 2019).
Frequencies and proportions n (%) (N=1173)
City of research
Guangzhou 846 (72.1)
Chengdu 327 (27.9)
Sex
Male 693 (59.1)
Female 480 (40.9)
Living with each dad and mom
Yes 975 (83.1)
No 183 (15.6)
Missing information 15 (1.3)
Family monetary standing
Very good or good 112 (9.5)
Moderate 709 (60.4)
Poor or very poor 350 (29.9)
Missing information 2 (0.2)
Father’s training stage
Junior center faculty or under 427 (36.4)
Senior center faculty or equal 316 (26.9)
College or above 361 (30.8)
Missing information 69 (5.9)
Mother’s training stage
Junior center faculty or under 451 (38.4)
Senior center faculty or equal 322 (27.5)
College or above 335 (28.6)
Missing information 65 (5.5)
Within-Individual Comparison of Perceived Immediate and Long-Term Benefits and Losses at Both T1 and T2

The outcomes () confirmed (1) among the many 3 dimensions of perceived instant versus long-term advantages, all within-individual variations (besides that between perceived instant and long-term advantages of non-public achievement at T2) had been statistically important, however the impact sizes had been small (Cohen d ranged from 0.06 to 0.12), and (2) among the many 6 dimensions of perceived instant versus long-term losses, all within-individual variations (besides these relating to sleep high quality and social relationships at T1) had been statistically important with small impact sizes (Cohen d ranged from 0.08 to 0.22).

Table 2. The within-individual comparisons in perceived instant and long-term advantages and losses within the 2-wave cross-lagged panel research on bidirectionality between perceived instant and long-term advantages and losses and web gaming dysfunction amongst adolescent web avid gamers in Chengdu and Guangzhou, China (December 2018 to December 2019).
Dimension T1, imply (SD) Cohen d P worth T2, imply (SD) Cohen d P worth
Perceived advantages
Mental well being −0.08 .004 0.06 .04
Immediate impacts 1.4 (1) 1.5 (1)
Long-term impacts 1.4 (1.1) 1.4 (1.1)
Social relationships 0.07 .01 0.09 .002
Immediate impacts 1.5 (1.3) 1.5 (1.2)
Long-term impacts 1.5 (1.3) 1.4 (1.2)
Personal achievement −0.12 <.001 −0.03 .30
Immediate impacts 1.1 (1.2) 1.1 (1.1)
Long-term impacts 1.2 (1.3) 1.1 (1.2)
Perceived losses
Mental well being −0.22 <.001 −0.2 <.001
Immediate impacts 1.1 (1.1) 1.3 (1.1)
Long-term impacts 1.3 (1.2) 1.4 (1.2)
Sleep high quality −0.05 .13 −0.08 .01
Immediate impacts 1.1 (1.2) 1.2 (1.2)
Long-term impacts 1.1 (1.3) 1.3 (1.3)
Academic efficiency −0.08 .007 −0.08 .004
Immediate impacts 1.3 (1.2) 1.3 (1.2)
Long-term impacts 1.3 (1.3) 1.4 (1.3)
Family relationships 0.03 .25 −0.1 .001
Immediate impacts 1 (1.2) 1 (1.3)
Long-term impacts 0.9 (1.2) 1.1 (1.2)
Social relationships −0.15 <.001 −0.13 <.001
Immediate impacts 0.7 (1) 0.8 (1)
Long-term impacts 0.8 (1.1) 0.9 (1.1)
Personal achievement −0.13 <.001 −0.14 <.001
Immediate impacts 0.8 (1.1) 0.9 (1.1)
Long-term impacts 0.9 (1.2) 1 (1.2)

aT1: evaluation at baseline.

bT2: evaluation at follow-up.

Cross-Lagged Panel Analysis
Bidirectional Relationships Between Perceived Immediate Versus Long-Term Benefits and IGD

Normality assessments demonstrated that every one key variables (perceived advantages and losses and IGD) at T1 and T2 violated the belief of normality. Little’s MCAR take a look at was statistically important (χ21353=1737.65; P<.001), suggesting that information weren’t lacking fully at random. Consequently, the cross-lagged panel fashions had been estimated utilizing a most probability sturdy estimator mixed with a number of imputation to account for nonnormality and lacking patterns. In this part, 3 cross-lagged panel fashions had been match, every containing a pair of perceived instant versus long-term advantages and IGD and adjusting for background variables (ie, age, intercourse, metropolis of research, whether or not residing with each dad and mom, parental academic ranges, and perceived household monetary standing); all fashions confirmed passable mannequin match indices (). Higher ranges of perceived instant advantages of psychological well being and private achievement (however not social relationships) at T1 predicted extra IGD signs at T2, whereas the predictive results of perceived long-term advantages within the 3 dimensions on IGD had been statistically nonsignificant. Conversely, extra IGD signs at T1 considerably predicted greater ranges of perceived instant and long-term advantages of social relationships and private achievement (however not psychological well being) at T2.

Figure 1. Cross-lagged panel mannequin testing the bidirectional relationships between perceived instant and long-term advantages and web gaming dysfunction within the 2-wave cross-lagged panel research amongst adolescent web avid gamers in Chengdu and Guangzhou, China (December 2018 to December 2019). Standardized coefficients had been introduced. Dashed traces signify nonsignificant paths and stable traces signify important paths. The fashions had been adjusted for background components together with town of research, intercourse, age, father’s and mom’s academic stage, and whether or not residing with each dad and mom. The cross-sectional correlations and autocorrelations weren’t introduced for simplicity. CFI: Comparative Fit Index; IGD: web gaming dysfunction; SRMR: standardized root imply sq. residual; T1: evaluation at baseline; T2: evaluation at follow-up; TLI: Tucker-Lewis Index.
Bidirectional Relationships Between Perceived Immediate Versus Long-Term Losses and IGD

Similarly, 6 cross-lagged panel fashions had been fitted, every containing a pair of perceived instant versus long-term losses and IGD and adjusting for background variables; all fashions confirmed passable mannequin match indices (). All predictive results of perceived instant and long-term losses in psychological well being, sleep high quality, tutorial efficiency, household relationships, social relationships, and private achievement at T1 on IGD at T2 had been statistically nonsignificant. Conversely, extra IGD signs at T1 considerably predicted greater ranges of perceived instant and long-term losses in psychological well being, sleep high quality, tutorial efficiency, household relationships, and social relationships (solely the long-term losses) at T2; the predictive impact of IGD at T1 on perceived losses in private achievement was statistically nonsignificant.

Figure 2. Cross-lagged panel mannequin testing the bidirectional relationships between perceived instant and long-term losses and web gaming dysfunction within the 2-wave cross-lagged panel research amongst adolescent web avid gamers in Chengdu and Guangzhou, China (December 2018 to December 2019). Standardized coefficients had been introduced. Dashed traces signify nonsignificant paths and stable traces signify important paths. The fashions had been adjusted for background components together with town of research, intercourse, age, father’s and mom’s academic stage, and whether or not residing with each dad and mom. The cross-sectional correlations and autocorrelations weren’t introduced for simplicity. CFI: Comparative Fit Index; IGD: web gaming dysfunction; SRMR: standardized root imply sq. residual; T1: evaluation at baseline; T2: evaluation at follow-up; TLI: Tucker-Lewis Index.

Principal Findings

This research was novel to research the degrees of perceived instant and long-term advantages in 3 dimensions (psychological well being, social relationships, and private achievement) and perceived instant and long-term losses in 6 dimensions (psychological well being, sleep high quality, tutorial efficiency, household relationships, social relationships, and private achievement). All these ranges had been comparably low (inside a spread of 0‐4); the imply scores for perceived advantages ranged from 1.1 to 1.5, whereas these for perceived losses ranged from 0.7 to 1.4. These findings replicate the character of the overall adolescent pattern, the place the vast majority of members interact in gaming recreationally with out reporting excessive ranges of each optimistic and destructive experiences. Nonetheless, the observations confirmed a earlier research reporting comparable ranges of perceived instant versus long-term advantages [] and additional underscore the significance of integrating the time perspective into perceived advantages and losses. As the primary research to research perceived losses, our findings recommend that adolescents could understand each advantages and losses equally, and perceived losses ought to be a nonnegligible goal in future interventions; future research on this regard are vastly warranted for affirmation and elaboration.

This longitudinal research was additionally the primary to disclose the attention-grabbing bidirectional relationships between perceived instant and long-term advantages and IGD. Although present cross-sectional research reported that perceived advantages of improved psychological well being, social relationships, and private achievement had been positively related to IGD [-], this longitudinal research solely partially helps these findings and revealed the differential predictive results of those perceptions on IGD. The important outcomes spotlight the significance of perceived instant psychological well being and private achievement advantages. Plausibly, the instant psychological well being advantages might supply fast and simply accessible aid from destructive feelings for avid gamers. Furthermore, the moment gratification mannequin postulates that behaviors (eg, web gaming) offering instant emotional aid usually tend to be repeated [], doubtlessly contributing to elevated IGD danger. On the opposite hand, the self-determination concept postulates that satisfaction with the psychological want for competence is highly effective in motivating conduct []. Accordingly, the sense of accomplishment gained from web gaming might provide instant suggestions and rewards (ie, instant private achievement advantages), motivating repetitive gaming, thereby growing IGD danger. In addition, the numerous predictive results involving instant however not long-term advantages corroborate earlier publications emphasizing instant rewards over delayed gratification within the context of IGD []. Speculatively, long-term advantages on psychological well being and private achievement from web gaming may happen progressively and stay much less tangible to adolescent avid gamers, resulting in the nonsignificant outcomes. The nonsignificant predictive results relating to perceived social relationships advantages could be related to the complexity of social interactions, which could be context-dependent and influenced by exterior components exterior gaming (eg, peer relationships and behavioral inhibition) [,]. It is speculated that social interactions in gaming won’t essentially translate into significant or fulfilling relationships, which could scale back their impacts on IGD improvement.

Conversely, IGD at T1 considerably predicted perceived instant and long-term advantages of social relationships and private achievement at T2, however not these of psychological well being. It means that these with extra IGD signs may amplify perceived advantages associated to social relationships and private achievement. Internet gaming is usually designed with structured alternatives for social interactions (eg, multiplayer engagement) and measurable achievements (eg, leveling up) []; these elements could be extra pronounced amongst these with extra IGD signs, resulting in stronger perceptions of those advantages over time. In addition, these with extra IGD signs could prioritize social and achievement advantages from web gaming over these from different sources over time [,]. In distinction, people with extra IGD signs may expertise destructive psychological well being outcomes, corresponding to nervousness and despair [,]. These destructive psychological situations could overshadow the psychological well being advantages and result in the nonsignificant predictive impact of IGD on perceived psychological well being advantages.

Unexpectedly, all predictive results of perceived instant and long-term losses in 6 domains at T1 on IGD at T2 had been statistically nonsignificant. While perceived advantages and losses could be perceived at comparable ranges, the psychological impacts of instant advantages may need stronger influences on growing IGD as a consequence of their capacity to meet psychological wants like competence as aforementioned []. This might overshadow the significance of perceived losses when it comes to affecting IGD. This hypothesis was additionally supported by the idea of reinforcement that optimistic reinforcement (eg, perceived advantages) tends to have extra instant and stronger results on motivating conduct compared with destructive reinforcement or punishment (eg, perceived losses) []. Nonetheless, such speculations ought to be examined in future research.

Reversely, this research noticed differential predictive results of IGD at T1 on the 6 domains of perceived instant and long-term losses at T2. First, IGD considerably predicted perceived instant and long-term losses in psychological well being, sleep high quality, tutorial efficiency, and household relationships, suggesting that IGD might result in noticeable hurt in these domains. These findings align with empirical proof that IGD instances face frequent destructive penalties, corresponding to despair, disturbed sleep patterns, worsened tutorial efficiency, and strained household relationships [,,]. Notably, these domains of perceived losses could be extra straight observable or more durable to rationalize over time and are advisable to be emphasised in IGD intervention packages. Second, IGD at T1 considerably predicted perceived long-term, however not instant, losses in social relationships, indicating a possible lag impact. It is speculated that, initially, the social advantages of web gaming may buffer towards perceived instant losses, however, over time, these with extra IGD signs may expertise weakened offline social ties and relationships [], making the long-term losses extra obvious and important. Last, the predictive results of IGD at T1 on perceived instant and long-term losses in private achievement had been statistically nonsignificant, suggesting that people with extra IGD signs won’t affiliate their gaming habits with detriments in private achievement. Plausibly, as aforementioned, web gaming could fulfill one’s psychological wants of competence [] and supply passable substitutes for real-life achievements [], reducing perceived losses.

The present findings have sensible implications, as gaming-specific cognitions are vital modifiable constructs in IGD interventions (eg, cognitive-behavioral remedy) []. IGD prevention interventions could focus extra on the instant advantages on psychological well being and private achievement. For occasion, options for instant rewards of psychological well being and private achievements (eg, outside bodily actions) ought to be supplied for adolescents to scale back their reliance on and sensitivity towards these gaming rewards. It may also be useful to separate gaming achievement from real-world achievement after which educate adolescents on find out how to fulfill the latter []. In distinction, IGD remedy intervention could underscore the cognitions of potential losses in psychological well being, sleep high quality, tutorial efficiency, and household relationships, in addition to the long-term losses in social relationships, whereas perceived rewards of social relationships and private achievement are advisable to be downplayed.

There are a number of limitations of this research. First, the attrition fee of this research was about 20%. Attrition evaluation revealed that these misplaced to follow-up demonstrated stronger perceived profit and losses in some domains, moreover particular background variations (eg, age and intercourse). In addition, Little’s MCAR take a look at confirmed that the lacking information weren’t fully random. It means that the research pattern could have stronger perceived advantages and losses than the baseline inhabitants. Nonetheless, a number of imputation was used within the cross-lagged panel analyses to handle the lacking information patterns, growing the robustness of the present findings. Furthermore, the research inhabitants was chosen from 2 cities in China by way of comfort sampling, which can result in choice bias. Cautions are wanted when extrapolating the outcomes to different areas or nations. Second, as members had been requested to self-administer the questionnaire, there could be reporting bias, together with recall bias and social desirability bias. Third, though this research gives beneficial insights on the bidirectional relationships between perceived instant and long-term advantages and losses and IGD, it comprised solely 2 time-points inside a 12-month follow-up interval. Future longitudinal research with extra time lags and longer research intervals are wanted to verify the findings. In addition, whereas a number of predictive results had been statistically important, their related impact measurement was modest. It means that, regardless of statistical significance, these associations may need restricted sensible impacts on people. However, it is very important notice that small impact sizes might nonetheless bear sensible implications on the inhabitants stage. Modest will increase or reductions in every predictor may yield substantial advantages for the inhabitants, although future intervention research are wanted for affirmation. Last, there could be different potential losses as a consequence of web gaming that weren’t included on this research (eg, losses in bodily well being and the monetary area).

Conclusions

This research was novel in integrating the time perspective into perceived advantages and losses associated to web gaming and investigating their bidirectional relationships with IGD. The outcomes are attention-grabbing in that solely perceived instant advantages of psychological well being and private achievement predicted IGD, whereas IGD predicted perceived instant and long-term advantages on social relationships and private achievement, in addition to perceived instant and long-term losses in all 6 domains (besides private achievement). These findings improve the understanding of the relationships between gaming-specific cognitions and IGD and shed new insights for related research, considering the time perspective. The differential bidirectional relationships are additionally vital for the design of IGD prevention and remedy interventions. Specifically, related cognitive elements ought to goal the particular temporal bias adolescent avid gamers possess, reasonably than focusing merely on the overall advantages and losses of web gaming.

We want to thank the members for his or her contribution to the current. The authors declare that no generative synthetic intelligence was used within the drafting of this manuscript.

This research was funded by Shanghai Pujiang Programme (No. 23PJC018) and the National Natural Science Foundation of China (No. 82304258). The funders had no involvement within the research design, information assortment, evaluation, interpretation, or the writing of the article.

The information units generated and/or analysed throughout this research can be found from the corresponding creator on cheap request.

None declared.

Edited by Stefano Brini; submitted 16.Mar.2025; peer-reviewed by Tom Baranowski, Tulips Yiwen Wang; accepted 26.Jan.2026; printed 26.Feb.2026.

© Siman Li, Jianxin Zhang, Ji-bin Li, Joseph TF Lau, Yanqiu Yu. Originally printed within the Journal of Medical Internet Research ( 26.Feb.2026.

This is an open-access article distributed underneath the phrases of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which allows unrestricted use, distribution, and copy in any medium, supplied the unique work, first printed within the Journal of Medical Internet Research (ISSN 1438-8871), is correctly cited. The full bibliographic info, a hyperlink to the unique publication on in addition to this copyright and license info have to be included.


This web page was created programmatically, to learn the article in its unique location you possibly can go to the hyperlink bellow:
https://www.jmir.org/2026/1/e74030
and if you wish to take away this text from our web site please contact us

fooshya

Share
Published by
fooshya

Recent Posts

Conan O’Brien and Dennis Leary share Worcester reminiscences on podcast

This web page was created programmatically, to learn the article in its authentic location you'll…

2 minutes ago

Fox News Way of life Newsletter: Feb. 19-26, 2026

This web page was created programmatically, to learn the article in its authentic location you…

7 minutes ago

WalletHub ranks Oregon as some of the enjoyable states within the US

This web page was created programmatically, to learn the article in its unique location you'll…

25 minutes ago

Cary native hits the street within the Wienermobile :: WRAL.com

This web page was created programmatically, to learn the article in its authentic location you…

30 minutes ago

Enjoyable weekend concepts to shut out the month of February

This web page was created programmatically, to learn the article in its authentic location you'll…

47 minutes ago

Useful divergence of the intestine microbiome related to life-style and helminth an infection in Indigenous Peninsular Malaysian

This web page was created programmatically, to learn the article in its unique location you…

51 minutes ago