Evidence map›Paper›PMID 42027272›Full record

ArticleFrontiers in psychology2026

The impact of mobile game genre on gaming disorder risk in early adolescents: a goal-oriented classification approach.

KaHee Kim, Sangha Lee, Sowon Hwang, Yunmi Shin

Abstract read
In one paragraph

Article in Frontiers in psychology, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

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0citing papers in PubMed
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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

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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

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

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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

4 authors.

KaHee Kim *Department of Psychiatry, College of Medicine, Ajou University, Suwon, Republic of Korea.
Sangha Lee *Department of Psychiatry, College of Medicine, Ajou University, Suwon, Republic of Korea.
Sowon HwangDepartment of Psychiatry, College of Medicine, Ajou University, Suwon, Republic of Korea.
Yunmi ShinDepartment of Psychiatry, College of Medicine, Ajou University, Suwon, Republic of Korea.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Introduction: This study aimed to investigate the relationship between mobile game genres and Internet gaming disorder (IGD) in early adolescents using a novel goal-oriented classification system. Additionally, the study examined whether daily gaming time mediates the association between game genre and problematic gaming. Methods: Data were drawn from Wave 8 of the Kids Cohort for Understanding Internet Addiction Risk Factors in Early Childhood (K-CURE), including 152 participants aged 9 to 12 years. Participants identified their most frequently played mobile game, which was categorized into three groups: physical obstacle, cognitive obstacle, and competitive games. Problematic gaming was assessed using the Internet Gaming Use-Elicited Symptom Screen (IGUESS). Multiple linear regression analyses were performed to evaluate the associations between game genres and IGD, controlling for demographic and parental variables. Mediation analyses were conducted using daily gaming time as a mediator, testing both direct and indirect effects. Results: Regression analyses indicated that playing physical obstacle games was significantly associated with higher IGUESS scores compared to minimal players (B = 1.709, Discussion: These exploratory findings suggest that certain mobile game genres, particularly physical obstacle and competitive games, may be associated with increased risk of problematic gaming in adolescents primarily through their capacity to prolong gaming time rather than through direct effects.

Indexed as

daily gaming timeearly adolescencegame genregaming disordermobile gaming

Identifiers

PMID42027272
PMCPMC13099844

What OpenQuestion holds

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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.