Evidence map›Paper›PMID 40759741›Full record

ArticleCommunications psychology2025

Problematic online gaming mediates the association between attention-deficit/hyperactivity and subsequent mental health issues in adolescents.

Zui C Narita, Jordan DeVylder, Gemma Knowles, Shuntaro Ando, Syudo Yamasaki, Mitsuhiro Miyashita, Daniel Stanyon, Satoshi Yamaguchi, Toshiaki A Furukawa, Kiyoto Kasai and 1 more

Abstract read
In one paragraph

Article in Communications psychology, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 4 papers.

0numbers the graph read from it
0cells of the map it votes in
4citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

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.

2 · The registry

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.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

4 citing papers in PubMed.

  1. Article
  2. Article
  3. Understanding sleep and smartphone use in diverse adolescents through passive digital monitoring.Journal of research on adolescence : the official journal of the Society for Research on Adolescence · 2026
    Article
  4. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

11 authors.

Zui C NaritaNational Center of Neurology and Psychiatry, Tokyo, Japan. zuinarita@ncnp.go.jp.ORCID http://orcid.org/0000-0001-7022-2141
Jordan DeVylderNew York University, New York, NY, USA.
Gemma KnowlesKing's College London, London, UK.
Shuntaro AndoThe University of Tokyo, Tokyo, Japan.ORCID http://orcid.org/0000-0003-1595-693X
Syudo YamasakiTokyo Metropolitan Institute of Medical Science, Tokyo, Japan.ORCID http://orcid.org/0000-0002-9016-6404
Mitsuhiro MiyashitaTokyo Metropolitan Institute of Medical Science, Tokyo, Japan.
Daniel StanyonKing's College London, London, UK.
Satoshi YamaguchiTokyo Metropolitan Institute of Medical Science, Tokyo, Japan.
Toshiaki A FurukawaKyoto University, Kyoto, Japan.ORCID http://orcid.org/0000-0003-2159-3776
Kiyoto KasaiThe University of Tokyo, Tokyo, Japan.
Atsushi NishidaTokyo Metropolitan Institute of Medical Science, Tokyo, Japan.

Funding

MEXT | Japan Science and Technology Agency (JST) JPMJPF2105University of Tokyo (Utokyo) NA
6 · The paper itself

Abstract

Theoretical models suggest that attention-deficit/hyperactivity and problematic online gaming could contribute to negative mental health outcomes, yet evidence on their interplay remains limited. Using data from 3171 adolescents in the Tokyo Teen Cohort, the present study examined the interplay of attention-deficit/hyperactivity at age 12 and problematic online gaming at age 14 associated with mental health issues at age 16. The sample consisted of 1487 girls (46.9%) and 1684 boys (53.1%). Doubly robust estimation revealed that a high degree of problematic online gaming consistently elevated the absolute and relative risks of mental health issues. The fully adjusted risk difference and risk ratio (95% confidence intervals (CIs)) were: incident depression, 7.8% (3.0%-13.1%) and 1.62 (1.25-2.05); incident anxiety, 5.7% (2.7%-8.7%) and 1.98 (1.45-2.67); incident psychotic experiences, 5.9% (2.3%-10.8%) and 1.72 (1.30-2.47); diminished well-being, 9.6% (5.1%-14.3%) and 1.54 (1.27-1.84). Higher attention-deficit/hyperactivity scores were associated with a greater degree of problematic online gaming (adjusted β per 1 SD: 0.18, 95% CI: 0.12-0.24). Causal mediation analysis-ensuring temporal plausibility, carefully adjusting for confounders, and accounting for exposure-mediator interaction-showed that problematic online gaming partially mediated the association between attention-deficit/hyperactivity and mental health issues: depressive symptoms (29.2%), anxiety (12.3%), psychotic experiences (20.6%), and diminished well-being (22.1%). The findings highlight the interplay of psychopathology, diminished inhibitory control, and addictive behaviors associated with negative consequences. Problematic online gaming may represent a modifiable mediator, warranting further intervention research to examine its potential as a treatment target.

Identifiers

PMID40759741
PMCPMC12322020

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.