ArticleJMIR serious games2021
Leisure and Problem Gaming Behaviors Among Children and Adolescents During School Closures Caused by COVID-19 in Hong Kong: Quantitative Cross-sectional Survey Study.
Article in JMIR serious games, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT05917977 (A Randomized Controlled Study of Collective Motivational Interviewing), which is not on this map. Cited by 63 papers, 2 of them syntheses that pooled it.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
A Randomized Controlled Study of Collective Motivational Interviewing (CMI) for Adolescents With Internet Gaming Disorder
Who cites it
63 citing papers in PubMed, 2 syntheses or guidelines pooled it, 131 citations in OpenAlex.
- The intervention effect of physical and mental exercise on young adults internet addiction disorder: a systematic review and Bayesian model analysis.Frontiers in public health · 2025Pooled it
- The Comparative Efficacy of Treatments for Children and Young Adults with Internet Addiction/Internet Gaming Disorder: An Updated Meta-Analysis.International journal of environmental research and public health · 2022Pooled it
- Gambling in Online Gaming among Youth in Hong Kong: Does Internet Gaming Disorder (IGD) and Online Gambling Tendency Play a Role?Journal of gambling studies · 2026Article
- The Role of eHealth Literacy in Internet Gaming Disorder and Help-Seeking Among College Students.Western journal of nursing research · 2026Article
- The mediating role of self-compassion and growth mindset in the relationships between multifaceted factors and youth suicidality in Hong Kong.BMC psychiatry · 2026Article
- Screen Time, Child Depression, and Anxiety During the COVID-19 Pandemic: Systematic Review and Meta-Analysis.JMIR pediatrics and parenting · 2026Review
- Perceived Stress, Loneliness, and Resilience in Relation to Game Addiction Among Adolescents in Bangkok During the COVID-19 Pandemic Transition Period.Journal of child and adolescent psychiatric nursing : official publication of the Association of Child and Adolescent Psychiatric Nurses, Inc · 2025Article
- Association between game addiction and lifetime psychotic-like experiences among high school students: a cross-sectional study.BMC public health · 2025Article
- The Mediating Role of Depression and the Moderating Role of Game Genre in the Relationship Between Suicidal Thoughts and Computer Game Addiction Among Adolescents in Tehran.Actas espanolas de psiquiatria · 2025Article
- The Relationship Between Physical Activity and Problematic Internet Use in Turkish College Students: The Chain-Mediated Role of Self-Control and Distress.The Psychiatric quarterly · 2025Article
- What's About Adolescent Online Gamers' Mental Health? Psychological and Cortisol-Stress-System Outcomes in Childhood and Adolescence: A Prospective Longitudinal Case-Control Study.Health science reports · 2025Article
- Grittier and More Hopeful About the Future? A Nine-Month School-Based Longitudinal Study on Grit and Adolescent Possible Selves.European journal of investigation in health, psychology and education · 2025Article
- Technology Addiction: Effects of Electronic Games and Social Media Use on Academic Performance and Symptoms of Psychiatric Disorders Among School-Age Adolescents.Health science reports · 2025Article
- COVID-19 risk perception moderates the relationships between health risk behaviors clustering and anxiety-depression comorbidity in adolescents.BMC psychology · 2025Article
- Burden of gaming disorder among adolescents: A systemic review and meta-analysis.Public health in practice (Oxford, England) · 2025Review
- Reciprocal Relationship Between Self-Control Belief and Gaming Disorder in Children and Adolescents: Longitudinal Survey Study.JMIR serious games · 2025Article
- From classrooms to controllers: how school closures shaped children's video gaming habits.Social psychiatry and psychiatric epidemiology · 2024Article
- Digital Serious Games to Promote Behavior Change in Children With Chronic Diseases: Scoping Review and Development of a Self-Management Learning Framework.Journal of medical Internet research · 2024Article
- Well-being approaches targeted to improve child and youth health post-COVID-19 pandemic: a scoping review.BMC health services research · 2024Article
- Factors influencing smartphone overdependence among adolescents.Scientific reports · 2024Article
3 more citing papers are in PubMed but not listed here.
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
5 authors at 3 institutions in 2 countries.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundSchool closures during the COVID-19 pandemic may have exacerbated students' loneliness, addictive gaming behaviors, and poor mental health. These mental health issues confronting young people are of public concern.
objectiveThis study aimed to examine the associations between loneliness and gaming addiction behaviors among young people in Hong Kong and to investigate how familial factors, psychological distress, and gender differences moderate these relationships.
methodsThis cross-sectional study was conducted in June 2020 when schools reopened after 6 months of school closures. Participants included 2863 children and adolescents in primary (Grades 4 to 6) and secondary (Grades 7 and 8) schools (female participants: 1502/2863, 52.5%). Chi-square tests, one-way analyses of variance, and independent-samples t tests were performed to compare the differences of distribution in gaming addiction behaviors across gender, age, and other sociodemographic characteristics. Multinomial logistic regression analyses were conducted to identify factors that relate to excessive or pathological gaming behaviors separately, in comparison with leisure gaming.
resultsA total of 83.0% (2377/2863) of the participants played video games during the COVID-19 pandemic. The prevalence of excessive and pathological game addiction behaviors was 20.9% (597/2863) and 5.3% (153/2863), respectively. More male students had gaming addiction symptoms than female students. The multinomial logistic regressions showed that feeling lonely was associated with more problematic gaming behaviors, and the association was stronger for older female students. Low socioeconomic status, less parental support and less supervision, and poor mental health were risk factors for gaming addiction behaviors, especially among primary school students.
conclusionsLoneliness was associated with gaming addiction behaviors; the findings from this study suggested that this association was similar across gender and age groups among young people. Familial support and supervision during school closures can protect young people from developing problematic gaming behaviors. Results of this study have implications for prevention and early intervention on behalf of policy makers and game developers.
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Registered trials
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