Evidence map›Paper›PMID 41079706›Full record

ArticlePCN reports : psychiatry and clinical neurosciences2025

Psychological and motivational factors associated with addiction tendencies to gaming, video viewing, and social networking services use among high school students: A cross-sectional study.

Tokuya Inaguma, Tomoyuki Funatogawa, Ryo Sekizaki, Yoichi Nakamura, Masafumi Mizuno, Takahiro Nemoto

Erratum issuedAbstract read
In one paragraph

Article in PCN reports : psychiatry and clinical neurosciences, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. An erratum has been issued. Cited by 1 paper.

0numbers the graph read from it
0cells of the map it votes in
1citing 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

1 citing paper in PubMed.

  1. Article
4 · The record

Corrections and comments

5 · Who and what money

Authors and funding

6 authors.

Tokuya InagumaDepartment of Neuropsychiatry Toho University Graduate School of Medicine Tokyo Japan.
Tomoyuki FunatogawaDepartment of Neuropsychiatry Toho University Graduate School of Medicine Tokyo Japan.
Ryo SekizakiThe Kirigaoka Educational Foundation Gunma Japan.
Yoichi NakamuraDepartment of Clinical Oncology Toho University Graduate School of Medicine, Division of Palliative Medicine Tokyo Japan.
Masafumi MizunoDepartment of Psychiatry Asaka Hospital Fukushima Japan.
Takahiro NemotoDepartment of Neuropsychiatry Toho University Graduate School of Medicine Tokyo Japan.ORCID https://orcid.org/0000-0002-7318-7377

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Aim: Smartphones are now inseparable from adolescents' daily lives, and concerns about their excessive use leading to behavioral addiction are growing. Adolescents frequently use smartphones to play online games, watch videos, and take part in social networking, and a tendency toward addiction to these behaviors is receiving increasing attention. However, few studies have compared this tendency and the associated factors. The present study aimed to assess the tendency toward behavioral addiction related to the abovementioned activities among high school students and to examine their psychological and motivational correlates. Methods: A cross-sectional questionnaire was administered to 246 first-year high school students in Japan. Their tendency to become addicted to playing online video games (gaming) was assessed using the GAMES test, while modified versions of the same test were used to assess video viewing and social networking services (SNS) use. Psychological traits, such as depression, anxiety, impulsivity, self-esteem, loneliness, and perceived social support, as well as motives for engaging in these behaviors, such as mood regulation, enjoyment, social relationship, pastime, and conformity, were evaluated. Logistic regression analysis identified factors associated with each form of addiction. Results: The prevalence rate of the tendency toward addiction was 26.4%, 20.7%, and 19.5% for video viewing, SNS use, and gaming, respectively. The subjects' use of smartphones as a means of regulating mood was significantly associated with all three behavioral addictions. Additionally, the tendency to become addicted to gaming was linked to male sex, pastime, and depression; video viewing to anxiety, pastime, lack of perseverance, and positive urgency; and SNS use to female sex, lack of premeditation, enjoyment, positive urgency, and depression. Conclusion: Behavioral addiction tendencies differed by the type of activity, but the need to regulate mood was a common factor. Tailored interventions based on psychological traits and motivations for smartphone use are recommended on the basis of these findings.

Indexed as

adolescentsgaming addictionsmartphone addictionsocial networking servicesvideo viewing

Identifiers

PMID41079706
PMCPMC12508253

What OpenQuestion holds

Textmetadata
LicenceCC BY-NC-ND
Read underepoch 390

Registered trials

None linked

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.