Evidence map›Paper›PMID 42905659›Full record

ArticlePloS one2026

Problematic gaming in occasional, low, intermediate or heavy use gamers - not all screen time is created equal - A reanalysis.

Benoit Bediou, Sezen Cekic, Douglas A Gentile, Daphne Bavelier

Abstract read
In one paragraph

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

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

0 citing papers in PubMed.

No citing paper in PubMed yet.

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

4 authors.

Benoit BediouUniversité de Genève, FPSE, Genève, Switzerland.ORCID https://orcid.org/0000-0002-3477-7948
Sezen CekicUniversité de Genève, FPSE, Genève, Switzerland.
Douglas A GentileIowa State University, Ames, Iowa, United States of America.
Daphne BavelierUniversité de Genève, FPSE, Genève, Switzerland.ORCID https://orcid.org/0000-0002-5904-1240

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Despite having received increasing attention over the past decade, little is known about the factors that can increase or decrease symptoms of problematic gaming (PG) in individuals with different video gaming (VG) habits (e.g., occasional use gamers vs heavy use gamers). Here, we apply a specification curve analysis to assess the impact of changes in two key risk factors, gaming consumption and impulsivity, as well as one protective factor, family environment, on changes in PG symptoms over 2 years in a large sample of Singaporean adolescents between 2007 and 2009. By considering individual differences in baseline video game habits, we show that changes in VG consumption influenced changes in PG in adolescents who reported not usually playing games at study inception (i.e., occasional use gamers), whereas changes in impulsivity influenced PG in those who reported being the most heavy use gamers at study inception. These findings highlight the importance of designing preventative measures that differ as a function of current video game habits. Possible measures may involve introducing gaming progressively (e.g., through setting age-appropriate limits or structured scaffolding with parents) to improve tolerance and reduce preoccupation in occasional gamers while promoting self-control early in development before gaming can become a problematic habit.

Indexed as

Behavior, AddictiveInternet Addiction DisorderScreen TimeVideo GamesAdolescentFemaleHumansImpulsive BehaviorMaleRisk FactorsSingapore

Identifiers

PMID42905659
PMCPMC13686491

What OpenQuestion holds

Textmetadata
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.