ArticleJMIR serious games2021
Relationship Between Illness Representations and Symptoms of Internet Gaming Disorder Among Young People: Cross-Lagged Model.
Article in JMIR serious games, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 5 papers.
What it found
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Who cites it
5 citing papers in PubMed, 10 citations in OpenAlex.
- The Role of eHealth Literacy in Internet Gaming Disorder and Help-Seeking Among College Students.Western journal of nursing research · 2026Article
- Gaming for Self-Searching? A Three-Wave Longitudinal Investigation on the Correlations and Predictions Among Self-Concept Clarity, Player-Avatar Identification, and Internet Gaming Disorder.Journal of youth and adolescence · 2026Article
- The temporal stability of problematic gaming and gaming disorder: A systematic review and meta-analysis.Addictive behaviors reports · 2025Review
- The roles of binge gaming in social, academic and mental health outcomes and gender differences: A school-based survey in Hong Kong.PloS one · 2025Article
- Prevalence and Risk Factors of Internet Gaming Disorder Under the COVID-19 Pandemic Among University Students in Macao.SAGE open nursingArticle
Corrections and comments
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Authors and funding
9 authors at 2 institutions in 2 countries.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundThe common-sense model of illness suggests that mental representations of health threats may affect one's behavioral reactions to them and health status. Internet gaming disorder is a newly defined mental disorder. Illness representations of internet gaming disorder may affect one's risk of internet gaming disorder. In turn, symptoms of internet gaming disorder may affect one's perceptions of the disorder.
objectiveThis study aimed to investigate the relationships between illness representations and symptoms of internet gaming disorder in college students.
methodsA 1-year longitudinal study was conducted with a convenience sample of Chinese college students (n=591; 342/591, 57.9% female).
resultsOf the participants, 10.1% (60/591) and 9.1% (54/591) were classified as having probable internet gaming disorder at baseline (T1) and follow-up (T2), respectively. The correlations between some dimensions of illness representations regarding internet gaming disorder (ie, consequence, timeline, personal control, treatment control, and concern) at T1 and symptoms of internet gaming disorder at T2 and between symptoms of internet gaming disorder at T1 and the dimensions of illness representations at T2 (ie, consequence, timeline, personal control, and emotional response) were statistically significant. The cross-lagged model fit the data well ((χ
conclusionsIndividuals with more severe symptoms of internet gaming disorder had more pessimistic perceptions about the disorder. Such cognitive perceptions may affect one's emotional and behavioral reactions towards the disorder (eg, greater levels of depression and low self-control intention) and should be modified by educational programs and psychological interventions.
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