ArticleBMC public health2024
Stress and suicide risk among adolescents: the role of problematic internet use, gaming disorder and emotional regulation.
Article in BMC public health, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 15 papers, 1 of them a synthesis that pooled it.
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Who cites it
15 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Correlations between problematic internet use and suicidal behavior among Chinese adolescents: a systematic review and meta-analysis.Frontiers in psychiatry · 2024Pooled it
- The influence of interpersonal competence on smartphone addiction: the moderating role of football participation.BMC psychology · 2026Article
- A cluster analysis of psychosocial risk and hidden distress in adolescent students.Scientific reports · 2026Article
- Immersive experience of online gaming among Chinese college students: the enhanced effect of sleep deprivation on emotion regulation and problematic gaming within the I-PACE model.BMC psychology · 2026Article
- Genre-Specific Gaming Addiction and Flourishing in Adolescents: Cross-Sectional Survey Study.Journal of medical Internet research · 2026Article
- Associations between COVID-19 pandemic experiences and suicidal ideation among adolescents: the mediating role of life satisfaction, subjective wellbeing, and anxiety.Frontiers in public health · 2026Article
- Association between watching mukbang and cookbang and alcohol use among adolescents.Nutrition journal · 2025Article
- The relationship between social network addiction, online gaming addiction, and suicide ideation: mediating and moderating role of loneliness.BMC psychology · 2025Article
- Difficulties in Emotion Regulation as a Mediator and Gender as a Moderator in the Relationship Between Problematic Digital Gaming and Life Satisfaction Among Adolescents.Behavioral sciences (Basel, Switzerland) · 2025Article
- The global burden of depression in adolescents and young adults, 1990-2021: systematic analysis of the global burden of disease study.BMC psychiatry · 2025Article
- Article
- The Body as a Battleground: A Qualitative Study of the Impact of Violence, Body Shaming, and Self-Harm in Adolescents with a History of Suicide Attempts.International journal of environmental research and public health · 2025Article
- Supervisor's neuroticism and problematic Internet use among graduate students: the mediating role of supervisor-student relationship quality and the moderating role of fear of the supervisor's negative evaluation.BMC public health · 2024Article
- Suicide Risk Factors in High School Students.International journal of environmental research and public health · 2024Article
- Video Game Addiction in Young People (8-18 Years Old) after the COVID-19 Pandemic: The Grey Area of Addiction and the Phenomenon of "Gaming Non-Pathological Abuse (GNPA)".Epidemiologia (Basel, Switzerland) · 2024Article
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7 authors.
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Abstract
backgroundPrevious studies have associated videogame playing and social media use with suicidal behaviors together with lower stress coping or poor emotion regulation strategies. Due to the inconclusive evidence regarding the factors associated with suicidal behavior, the present study aimed to overcome the limitations of previous research and explored the relationship between adolescent stress, problematic internet use (PIU), gaming disorder (GD), and emotional regulation (ER) in a cross-section design. It was hypothesized that stress would have a direct effect on suicide risk (SR) as well as being mediated by PIU, GD, and ER.
methodsThe participants comprised 430 adolescents (58.4% male) aged between 16 and 19 years. They completed an online survey including the Mobile-Related Experiences Questionnaire, Internet Gaming Disorder Scale-Short Form, Meta-Mood Trait Repair Scale, and Spanish version of the Suicidal Behaviors Questionnaire.
resultsA total of 34.2% of the adolescents (N = 147) were at risk for SR. Results also indicated that 30,7% had experienced suicidal ideation at some point in their life, 12.1% had at least one plan to die by suicide, and 5.1% had attempted suicide. Results of path analysis confirmed that stress appeared to be a risk factor for suicide, but that its effects were not mediated by PIU. However, ER and GD mediated the effect of stress on SR. The results suggest that stress is a main risk factor for suicide, especially among adolescents with poor emotional regulation or problematic gaming.
conclusionsConsidering the prevalence of suicide among adolescents, the results of the present study suggest that suicide prevention programs should include emotional regulation strategies, stress coping, and videogaming management skills in the early stages of high school. Providing these protective resources to adolescents will help them face the stressful and changing situations typical of adolescence and will help them to attain greater well-being and satisfaction with life.
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