Categories: Gadgets

Playing-like gaming, offline leisure, and help-seeking in problematic gaming amongst Flemish adolescents: a three-wave longitudinal examine

This web page was created programmatically, to learn the article in its authentic location you may go to the hyperlink bellow:
https://www.frontiersin.org/journals/psychology/articles/10.3389/fpsyg.2026.1831367/full
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Abstract

Introduction: Problematic gaming amongst adolescents has acquired rising consideration, but longitudinal proof that may inform harm-reduction responses stays restricted, notably relating to gambling-like gaming options, offline leisure, and help-seeking. Methods: This examine examined the prevalence, course, and potential correlates of problematic gaming in a three-wave annual cohort of Flemish adolescent avid gamers. Secondary college college students who reported gaming not less than sometimes accomplished surveys at baseline (T1: N = 1,863), one-year follow-up (T2: N = 1,807), and two-year follow-up (T3: N = 1,748). Problematic gaming was assessed with the Gaming Disorder Scale for Adolescents. Baseline predictors included engagement with gambling-like gaming options, microtransactions, extracurricular passion participation, and perceived competence in extracurricular domains; help-seeking information and conduct had been assessed at T3. Results: Problematic gaming was unusual throughout waves (1.5%–1.9%) and amongst adolescents who participated in any respect three waves, none met the cut-off at each evaluation. After adjustment for baseline signs and sociodemographic covariates, larger engagement with gambling-like gaming options predicted greater problematic gaming signs over one yr, however not over two years. Microtransaction engagement was positively correlated with problematic gaming however didn’t independently predict later symptom change. Neither extracurricular passion participation nor perceived competence in extracurricular domains had been related to subsequent modifications in problematic gaming signs. At T3, 53.4% of adolescents reported figuring out the place they may search assist for gaming-related issues, whereas solely 3.5% reported having sought assist, and baseline problematic gaming didn’t prospectively predict later help-seeking. Discussion: Overall, problematic gaming on this neighborhood pattern was comparatively unusual and confirmed restricted categorical stability over time. The findings determine gambling-like gaming options as a related potential goal for harm-reduction-oriented prevention, whereas the baseline offline leisure indicators didn’t prospectively predict symptom change. They additionally level to a spot between perceived entry to assist and precise help-seeking.

Summary

Keywords

adolescents, gambling-like gaming features, Help-seeking, longitudinal study, offline leisure, Problematic gaming

Received

15 March 2026

Accepted

15 May 2026

Copyright

© 2026 Geudens, Bradt, De Cock, Zaman and Grosemans. This is an open-access article distributed beneath the phrases of the Creative Commons Attribution License (CC BY). The use, distribution or copy in different boards is permitted, offered the unique creator(s) or licensor are credited and that the unique publication on this journal is cited, in accordance with accepted tutorial follow. No use, distribution or copy is permitted which doesn’t adjust to these phrases.

*Correspondence: Maya Geudens

Disclaimer

All claims expressed on this article are solely these of the authors and don’t essentially signify these of their affiliated organizations, or these of the writer, the editors and the reviewers. Any product which may be evaluated on this article or declare which may be made by its producer just isn’t assured or endorsed by the writer.


This web page was created programmatically, to learn the article in its authentic location you may go to the hyperlink bellow:
https://www.frontiersin.org/journals/psychology/articles/10.3389/fpsyg.2026.1831367/full
and if you wish to take away this text from our web site please contact us

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