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.
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.
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Who cites it
1 citing paper in PubMed.
- 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.PCN reports : psychiatry and clinical neurosciences · 2025Article
Corrections and comments
- Erratum issued
Authors and funding
6 authors.
Funding
No grant is acknowledged in the PubMed record.
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.
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