ArticleFrontiers in psychology2021
Exploring the Mechanism of Pathological Gaming in Adolescents: Focused on the Mediation Paths and Latent Group Comparison.
Article in Frontiers in psychology, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers, 1 of them a synthesis that pooled it.
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Who cites it
6 citing papers in PubMed, 1 synthesis or guideline pooled it, 14 citations in OpenAlex.
- The association between internet-use-disorder symptoms and loneliness: a systematic review and meta-analysis with a categorical approach.Psychological medicine · 2025Pooled it
- Social loneliness and internet gaming addiction among adolescents: the mediating roles of escape motivation and self-control.Frontiers in psychology · 2026Article
- Moderated Mediation in Problematic Digital Gaming Among Adolescents: Self-Esteem, Social Anxiety, Self-Concealment, and Sensation Seeking.Children (Basel, Switzerland) · 2025Article
- Clarifying the relationship between trait aggression and self-control using random item slope regression.Journal of personality · 2025Article
- Investigating the Effectiveness of a Virtual-Reality-Based Mindfulness Intervention on Internet Gaming Disorder.Behavioral sciences (Basel, Switzerland) · 2024Article
- Social intelligence and pathological gaming: a longitudinal study of the associations among negative emotions, social intelligence, aggression, and pathological gaming in adolescents.Frontiers in psychiatry · 2024Article
Corrections and comments
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Authors and funding
4 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Pathological gaming among adolescents has been reported to hamper the achievement of a balanced life and to threaten the development of social competencies. Despite the increasing social concerns on the adolescent users, however, the mechanism of gaming behavior of adolescents has not been sufficiently examined. This study explored the mechanism of pathological gaming among adolescents from 3-year longitudinal data of 778 Korean adolescent gamers, by analyzing the effects of negative affects (i.e., anxiety, loneliness, and academic stress) on the degree of pathological gaming through the mediation variables (i.e., aggression and self-control) based on the stimulus-organism-response (S-O-R) framework. Latent class analysis (LCA) was used to uncover potential risk groups, and through partial least squares-structural equation modeling (PLS-SEM) analysis, the mediation pathways to pathological gaming were compared between the risk group and the non-risk group. The results highlighted the key role of academic stress on the degree of pathological gaming. In the entire group, academic stress primarily increased pathological gaming through self-control. The mediation path of self-control was the most influential result in the risk group. Aggression was the key mediator between loneliness and pathological gaming in the non-risk group. The theoretical and practical implications of the results were discussed.
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