Evidence map›Paper›PMID 40802602›Full record

ArticlePloS one2025

The roles of binge gaming in social, academic and mental health outcomes and gender differences: A school-based survey in Hong Kong.

Nick Tse, Natalie Sze Nga Pang, Xin Wang, Yiran Li, Camilla Kin Ming Lo, Xue Yang

Abstract read
In one paragraph

Article in PloS one, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 5 papers.

0numbers the graph read from it
0cells of the map it votes in
5citing 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

5 citing papers in PubMed.

  1. Article
  2. Review
  3. Review
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  5. 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

6 authors.

Nick TseDepartment of Applied Social Sciences, HKCT Institute of Higher Education, Hong Kong SAR, China.ORCID https://orcid.org/0000-0002-0100-3049
Natalie Sze Nga PangDepartment of Applied Social Sciences, HKCT Institute of Higher Education, Hong Kong SAR, China.ORCID https://orcid.org/0009-0004-2989-6733
Xin WangThe Jockey Club School of Public Health and Primary Care, Faculty of Medicine, Chinese University of Hong Kong, Hong Kong SAR, China.
Yiran LiThe Jockey Club School of Public Health and Primary Care, Faculty of Medicine, Chinese University of Hong Kong, Hong Kong SAR, China.
Camilla Kin Ming LoDepartment of Applied Social Sciences, The Hong Kong Polytechnic University, Hong Kong SAR, China.
Xue YangThe Jockey Club School of Public Health and Primary Care, Faculty of Medicine, Chinese University of Hong Kong, Hong Kong SAR, China.ORCID https://orcid.org/0000-0001-7892-2994

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Binge gaming, defined as playing video games for more than five consecutive hours, has become an emerging health and behavioral issue among children and adolescents. However, the potential factors and consequences have not been sufficiently investigated. This study aims to examine the prevalence of binge gaming, its social, academic, and mental health consequences, and potential gender differences among children and adolescents in Hong Kong. A school-based survey was conducted on 2,592 primary and secondary students in Hong Kong. The sample included 1,404 boys (mean age = 11.99 + /- 2.415 years) and 1,188 girls (mean age = 11.77 + /- 2.473 years), with an overall mean age of 11.89 years. Internet gaming disorder (IGD), depression, anxiety, stress, loneliness, social support, sleep quality, and educational self-efficacy were measured using well-validated self-report scales. Analysis of Covariance (ANCOVA) models, adjusting for age and daily gaming time, were employed to examine mental, social, and academic outcomes among binge gamers, non-binge gamers, and non-gamers. Subgroup analyses were conducted by gender. The overall prevalence of binge gaming in the study sample was 31.7%. Thirty percent of respondents reported at least one episode of binge gaming in the last month, with 38.3% in boys and 24.0% in girls. In boys, binge gamers showed greater IGD, depression, anxiety, and stress, poorer sleep quality, and lower educational self-efficacy than non-binge gamers. Similarly, female binge gamers exhibited higher IGD, depression, anxiety, stress, and loneliness, and lower educational self-efficacy, sleep quality, and social support. Non-gamers generally experienced less depression, anxiety, stress, and loneliness, and higher educational self-efficacy, than binge gamers in both genders. Binge gaming may act as a behavioral indicator and risk factor for various social, academic, and health problems and preventive effort is warranted.

Indexed as

Internet Addiction DisorderMental HealthVideo GamesAdolescentAnxietyBehavior, AddictiveChildDepressionFemaleHong KongHumansLonelinessMalePrevalenceSchoolsSex Factors

Identifiers

PMID40802602
PMCPMC12349090

What OpenQuestion holds

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LicenceCC BY
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Registered trials

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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.