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A cross-lagged panel model of the bidirectional relationships between gaming-specific maladaptive cognitions and internet gaming disorder among adolescents in China 中国青少年游戏特异性适应不良认知与网络游戏障碍双向关系的交叉滞后面板模型
IF 3.6 2区 医学 Q1 PSYCHOLOGY, CLINICAL Pub Date : 2025-10-08 DOI: 10.1016/j.addbeh.2025.108518
Yanqiu Yu , Siman Li , Xinwei Lyu , Jianxin Zhang , Ji-bin Li , Joseph T.F. Lau
The directions of the causal relationships between gaming-specific maladaptive cognitions (MCIG) and internet gaming disorder (IGD) are implicative but unclear, with few longitudinal studies in this regard. Bidirectional relationships are plausible, as suggested by the Cognitive Behavioral Model of Pathological Internet Use and Cognitive Dissonance Theory. This 12-month two-wave longitudinal study was conducted among 1857 junior middle school students in two Chinese cities to investigate the reciprocal relationships between three domains of MCIG (perceived overevaluation of rewards, perceived urges, and perceived reluctance to stop playing) and IGD. The prevalence of IGD was 10.0 % at Wave 1 (W1) and 9.6 % at Wave 2 (W2). Cross-lagged panel analysis revealed that IGD at W1 significantly predicted all three domains of MCIG at W2. However, among the three MCIG domains, only perceived urges at W1 significantly predicted IGD at W2. Bidirectional relationships were identified between perceived overvaluation of rewards and perceived reluctance to stop playing. Perceived reluctance to stop playing predicted perceived urges, but the reverse was not true. Relationships between perceived overvaluation of rewards and perceived urges were not statistically significant in either direction. In conclusion, significant bidirectional relationships were observed between one domain of MCIG and IGD, as well as between one pair of MCIG; not all MCIG domains were risk factors of IGD. These findings highlight the importance of targeting specific MCIG to disrupt potential vicious cycles. Caution is warranted when interpreting cross-sectional associations, and future longitudinal studies with additional points are recommended for verification.
游戏特异性适应不良认知(MCIG)与网络游戏障碍(IGD)之间的因果关系方向是隐含的,但不清楚,很少有这方面的纵向研究。病态网络使用的认知行为模型和认知失调理论表明,双向关系是合理的。本研究对中国两个城市的1857名初中生进行了为期12个月的两波纵向研究,以调查MCIG的三个领域(感知奖励高估、感知冲动和感知不愿停止游戏)与IGD之间的相互关系。第1波(W1) IGD患病率为10.0%,第2波(W2)为9.6%。交叉滞后面板分析显示,W1的IGD显著预测W2的MCIG的所有三个结构域。然而,在三个MCIG结构域中,只有W1的感知督促能显著预测W2的IGD。感知到的奖励高估与感知到的不愿停止游戏之间存在双向关系。感知到的不愿停止玩游戏可以预测感知到的冲动,但反之则不然。感知到的奖励高估和感知到的冲动之间的关系在任何一个方向上都没有统计学意义。综上所述,MCIG的一个结构域与IGD之间,以及一对MCIG之间存在显著的双向关系;并非所有的MCIG结构域都是IGD的危险因素。这些发现强调了针对特定MCIG来破坏潜在恶性循环的重要性。在解释横断面关联时需要谨慎,建议将来进行有附加点的纵向研究进行验证。
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引用次数: 0
Corrigendum to “Identifying predictors of Australian workers’ illicit substance use: A nationally representative study” [Addict. Behav. 170 (2025) 108417] “确定澳大利亚工人非法药物使用的预测因素:一项具有全国代表性的研究”的勘误表。行为。170(2025)108417]。
IF 3.6 2区 医学 Q1 PSYCHOLOGY, CLINICAL Pub Date : 2025-10-08 DOI: 10.1016/j.addbeh.2025.108511
Gianluca Di Censo, Kirrilly Thompson, Jacqueline Bowden
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引用次数: 0
Self-compassion mediates the relationship between family (but not peer) support and internet gaming disorder symptoms: a five-wave, random intercept cross-lagged panel model 自我同情在家庭(而非同伴)支持与网络游戏障碍症状之间的关系中起中介作用:一个五波随机截距交叉滞后面板模型。
IF 3.6 2区 医学 Q1 PSYCHOLOGY, CLINICAL Pub Date : 2025-10-08 DOI: 10.1016/j.addbeh.2025.108517
Wangjia Zhang , Qi Li , Xiaoyan Chen , Ya Zhu , Xuliang Shi
Although previous studies have suggested that individuals with low self-compassion from dysfunctional families are at higher risks of developing online gaming addiction, the distinction between between-person differences and within-person effects in these associations has not been fully explored. This longitudinal study examined the reciprocal relations between social support and internet gaming disorder symptoms (IGDs), as well as the potential mediating role of self-compassion, while differentiating between- and within-person effects. A total of 5785 students (48.2 % of female, Mage = 18.63, SD = 0.88) participated in a large-scale health-related cohort study of college students. The random intercept cross-lagged panel model (RI-CLPM) was used for data analysis. The findings revealed a reciprocal within-person relationship between family support and self-compassion. Self-compassion played a significant longitudinal mediating role in the association between family (but not peer) support and IGDs at the within-person level. These findings emphasize self-compassion as a key psychological mechanism in the relations between family support and IGDs. Future prevention and intervention programs targeted at bolstering family support and cultivating self-compassion may be effective in mitigating the risk of online gaming addiction.
尽管先前的研究表明,来自不正常家庭的自我同情能力低的人患网络游戏成瘾的风险更高,但这些关联中人与人之间的差异和人与人之间的影响之间的区别尚未得到充分探讨。这项纵向研究考察了社会支持与网络游戏障碍症状(IGDs)之间的相互关系,以及自我同情的潜在中介作用,同时区分了人际效应和人际效应。共5785名大学生(48.2%为女性,Mage = 18.63, SD = 0.88)参加了一项大规模大学生健康相关队列研究。采用随机截距交叉滞后面板模型(RI-CLPM)进行数据分析。研究结果揭示了家庭支持和自我同情之间的相互关系。自我同情在家庭(同伴)支持与个体内部发展之间具有显著的纵向中介作用。这些研究结果强调自我同情是家庭支持与igd之间关系的关键心理机制。未来的预防和干预计划旨在加强家庭支持和培养自我同情,可能有效地降低网络游戏成瘾的风险。
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引用次数: 0
Corrigendum to “Hazardous alcohol use among patients with psychiatric disorders: Findings from phosphatidylethanol (PEth) screening in healthcare”. [Addict. Behav. 172 (2026) 108496] “精神疾病患者危险饮酒:医疗保健中磷脂酰乙醇(PEth)筛查的结果”的勘误表。成瘾者。[j].中国生物医学工程学报,2015(5):387 - 391。
IF 3.6 2区 医学 Q1 PSYCHOLOGY, CLINICAL Pub Date : 2025-10-07 DOI: 10.1016/j.addbeh.2025.108512
V. Månsson , A. Hammarberg , M. Hårdstedt , R. LoMartire
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引用次数: 0
Unveiling the relationships between solitary experiences and problematic social media use in young adults: a network approach to investigating underlying motivations 揭示孤独经历与年轻人有问题的社交媒体使用之间的关系:调查潜在动机的网络方法
IF 3.6 2区 医学 Q1 PSYCHOLOGY, CLINICAL Pub Date : 2025-10-04 DOI: 10.1016/j.addbeh.2025.108508
Gianluca Santoro , Andrea Zagaria , Mattia Pezzi , Paola Corsano , Alessio Gori , Alessandro Musetti
Previous research has shown that subjective and negative solitary experiences, such as loneliness, are associated with increased problematic social media use (PSMU). However, further research is needed to examine the role of other solitary experiences and motivations for solitary behavior in PSMU. Accordingly, the current study investigated the relationships between various solitary experiences (i.e., trait loneliness, perceived isolation, lack of relational connectedness, positive solitude, and frequency of solitary behavior), motivations for solitary behavior (i.e., autonomous and controlled), motives for social media use (i.e., enhancement, coping, conformity, and social), and core and peripheral symptoms of PSMU in young adults. Eight hundred twenty-nine young adults (65 % females), aged 18 to 30 years (M = 23.76, SD = 3.16), completed self-report measures assessing the variables of interest. Psychometric network analysis was performed to estimate regularized partial correlations among variables across the entire sample. Gender differences in network properties were evaluated using the network comparison test. Results showed that controlled motivations for solitary behavior and perceived isolation were indirectly linked to core symptoms of PSMU through conformity motives. Additionally, perceived isolation was also associated with core PSMU symptoms through coping motives. No significant gender differences were found in the network properties. These findings suggest that PSMU might serve as a maladaptive strategy to temporarily compensate for involuntary solitary experiences and to seek relief from perceived isolation.
先前的研究表明,主观和消极的孤独经历,如孤独,与有问题的社交媒体使用(PSMU)的增加有关。然而,需要进一步的研究来检验其他孤独经历和孤独行为动机在PSMU中的作用。因此,本研究调查了青年PSMU的各种孤独经历(即特质孤独、感知孤立、缺乏关系联系、积极孤独和孤独行为频率)、孤独行为动机(即自主和控制)、社交媒体使用动机(即增强、应对、从从性和社交)以及核心和外围症状之间的关系。829名年龄在18至30岁之间的年轻人(65%为女性)(M = 23.76, SD = 3.16)完成了评估感兴趣变量的自我报告测量。进行心理测量网络分析,以估计整个样本中变量之间的正则化偏相关性。使用网络比较测试评估网络属性的性别差异。结果表明,受控制的孤独行为动机和孤立感通过从从性动机与PSMU的核心症状间接相关。此外,感知孤立也通过应对动机与核心PSMU症状相关。在网络属性方面没有发现显著的性别差异。这些发现表明,PSMU可能是一种适应不良的策略,可以暂时补偿非自愿的孤独经历,并从感知到的孤立中寻求解脱。
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引用次数: 0
An ecological momentary assessment of adolescents’ affective states and game craving 青少年情感状态与游戏渴望的生态瞬时评估
IF 3.6 2区 医学 Q1 PSYCHOLOGY, CLINICAL Pub Date : 2025-10-03 DOI: 10.1016/j.addbeh.2025.108510
Camilla K.M. Lo , Edward W.W. Chan , Yuet Wing Cho

Background and Aims

Craving plays a critical role in the development and maintenance of addiction, including gaming disorder. While affective states are associated with cravings in substance-related use and disorders, the relationship between affect and game craving remains understudied. This study employs an ecological momentary assessment (EMA) approach to investigate how momentary positive and negative affect are related to game craving in adolescents, and whether these associations vary by individual differences in gaming disorder risk.

Methods

A total of 317 Hong Kong Chinese adolescents who self-reported as regular gamers completed a pre-EMA survey, followed by a 14-day EMA protocol. Participants reported their momentary positive affect, negative affect, and game craving at four time points daily.

Results

At the within-person level, elevated momentary positive and negative affect were significantly associated with increased odds of game craving. However, adolescents at higher risk for gaming disorder showed a reversed pattern, reporting reduced craving when experiencing greater affect intensity than their personal average.

Discussion and Conclusions

These findings illustrate the complex dynamics between affect and game craving, highlighting the moderating role of an individual's gaming disorder risk. Understanding how affect interacts with game craving in real-word setting may inform targeted interventions for adolescents vulnerable to problematic gaming.
背景和目的在成瘾(包括游戏障碍)的发展和维持中起着至关重要的作用。虽然情感状态与物质相关使用和紊乱中的渴望有关,但情感与游戏渴望之间的关系仍未得到充分研究。本研究采用一种生态瞬时评估(EMA)方法来研究瞬时积极和消极影响与青少年游戏渴望的关系,以及这些联系是否因游戏障碍风险的个体差异而异。方法共有317名自称经常玩游戏的香港中国青少年完成了一项EMA前调查,随后进行了为期14天的EMA协议。参与者每天在四个时间点报告他们的瞬间积极情绪、消极情绪和游戏渴望。结果在个人层面上,瞬间积极和消极情绪的升高与游戏渴望的增加显著相关。然而,患游戏障碍风险较高的青少年表现出相反的模式,当经历比个人平均水平更高的情感强度时,他们的渴望会减少。讨论与结论这些发现说明了情感和游戏渴望之间的复杂动态关系,强调了个体游戏障碍风险的调节作用。了解影响与游戏渴望在现实世界中的相互作用,可以为易受问题游戏影响的青少年提供有针对性的干预措施。
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引用次数: 0
Reciprocal relationships among problematic social media use, depression, and social anxiety of Chinese university students: Disentangling between- and within-person effects 中国大学生有问题的社交媒体使用、抑郁和社交焦虑之间的相互关系:人际效应和人际效应的分离
IF 3.6 2区 医学 Q1 PSYCHOLOGY, CLINICAL Pub Date : 2025-10-02 DOI: 10.1016/j.addbeh.2025.108515
Ziwei Ren , Hui Lu , Peng Zheng , Huijuan Lu , Zixin Su , Ziyou Huang , Yun Wu
The associations between problematic social media use (PSMU), depression, and social anxiety (SA) remain a topic of debate. Hence, this study investigated the bidirectional longitudinal relationships of PSMU with depression and SA in a sample of Chinese university students, with an additional emphasis on potential sex differences. A total of 378 students (56.3 % male, 43.7 % female; Mage = 20.49 years, SD = 0.65) completed three waves of survey data. Random Intercept Cross-lagged panel model analysis and multi-group analysis by sex were conducted. At the within-person level, a reciprocal relationship was observed between PSMU and depression over time. Furthermore, SA predicted later increases in PSMU, whereas the reverse associations were not significant. These results highlight the dynamic interplay among emotional symptoms and digital behavior, and underscore the importance of considering both individual differences and temporal fluctuations in future research.
有问题的社交媒体使用(PSMU)、抑郁和社交焦虑(SA)之间的联系仍然是一个有争议的话题。因此,本研究以中国大学生为样本,考察了PSMU与抑郁和SA的双向纵向关系,并进一步强调了潜在的性别差异。共378名学生(男56.3%,女43.7%;年龄20.49岁,SD = 0.65)完成三波调查数据。随机截距交叉滞后面板模型分析和按性别进行多组分析。在个人层面上,PSMU和抑郁之间随时间的推移呈相互关系。此外,SA预测PSMU的后期增加,而反向关联不显著。这些结果强调了情绪症状和数字行为之间的动态相互作用,并强调了在未来研究中考虑个体差异和时间波动的重要性。
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引用次数: 0
The 10-item and 20-item gambling harms scale for affected others (GHS-10-AO, GHS-20-AO): benchmarked to health utility using propensity weighting and control for comorbidities 受影响他人的10项和20项赌博危害量表(GHS-10-AO, GHS-20-AO):使用倾向加权和合并症控制对健康效用进行基准测试。
IF 3.6 2区 医学 Q1 PSYCHOLOGY, CLINICAL Pub Date : 2025-09-30 DOI: 10.1016/j.addbeh.2025.108513
Matthew Browne , Catherine Tulloch , Matthew Rockloff , Nerilee Hing , Alex M.T. Russell , En Li , Vijay Rawat , Georgia Dellosa , Philip Newall
Gambling-related harms significantly impact not only gamblers but also people socially connected to them (affected others or AOs), yet quantifying these impacts has remained challenging. This study developed and validated two scales for measuring harm to people due to someone else’s gambling − the 10-item and 20-item Gambling Harms Scale for Affected Others (GHS-10-AO and GHS-20-AO) − benchmarked to health utility metrics. Using data from 2,018 Australian adults with close relationships to gamblers, we employed psychometric item selection, propensity weighting, and control for comorbidities to establish evidence for causal links between reported harms and health utility decrements measured by the SF-6D. Emotional, relational, and financial harms were the most prevalent items selected. Both scales demonstrated excellent reliability (α = 0.89 for GHS-10-AO; α = 0.94 for GHS-20-AO) and strong correlations with health utility measures (r = -0.47 to −0.48 with SF-6D). The relationship between harm scores and health utility showed significant non-linearity, with increasing convexity at higher harm levels. These scales provide the first validated instruments for quantifying health impacts to AOs using a common metric comparable to gambler-focused harm measures, enabling population-level assessment of current gambling harm in the adult population; inclusive of gamblers and connected others. The instruments fill a critical gap in gambling harm measurement and offer jurisdictions tools for monitoring progress toward harm minimisation that encompasses impacts on both gamblers and those around them.
与赌博有关的危害不仅会严重影响赌徒,还会影响与他们有社会联系的人(受影响的其他人或AOs),但量化这些影响仍然具有挑战性。本研究开发并验证了两种衡量他人赌博对人们造成伤害的量表——受影响他人的10项和20项赌博危害量表(GHS-10-AO和GHS-20-AO)——以健康效用指标为基准。使用2018名与赌徒关系密切的澳大利亚成年人的数据,我们采用心理测量项目选择、倾向加权和合并症控制来建立SF-6D测量的报告危害与健康效用下降之间因果关系的证据。情感、关系和经济上的伤害是被选择的最普遍的项目。两种量表均表现出极好的信度(GHS-10-AO为α = 0.89; GHS-20-AO为α = 0.94),且与健康效用测量有很强的相关性(SF-6D为r = -0.47至-0.48)。危害评分与健康效用之间呈显著的非线性关系,危害程度越高,其凹凸度越高。这些量表提供了第一个经过验证的工具,使用一种可与以赌徒为重点的伤害措施相媲美的共同指标来量化对AOs的健康影响,从而能够在人口层面上评估目前成年人口中的赌博危害;包括赌徒和有关系的人。这些工具填补了衡量赌博危害方面的一个关键空白,并为司法管辖区提供了监测危害最小化进展的工具,其中包括对赌徒及其周围人的影响。
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引用次数: 0
Experiential avoidance as a prospective mediator of the relationship between problematic smartphone use and autistic traits, theory of mind: Temporal mediation models 经验回避作为问题智能手机使用与自闭症特征之间关系的潜在中介,心理理论:时间中介模型
IF 3.6 2区 医学 Q1 PSYCHOLOGY, CLINICAL Pub Date : 2025-09-29 DOI: 10.1016/j.addbeh.2025.108509
Gizem Gerdan , Özge Akgül , Yılmaz Orhun Gürlük
The increasing use of smartphones has raised concerns about adverse psychological and social-cognitive outcomes among young people. This study aimed to prospectively examine the relationships between problematic smartphone use (PSU), experiential avoidance (EA), screen time, autistic traits (ATs), and theory of mind (ToM), and to test the mediating role of EA within a temporal design. Data were collected prospectively from 219 young adults (aged 18–35; M = 20.66, SD = 2.15) across three measurement points at one-week intervals. At Time 1 (T1), participants reported their weekly screen time and completed baseline measures of PSU, ATs, and ToM. At Time 2 (T2), the measure of EA was administered. At Time 3 (T3), final measures of ATs and ToM were administered. The results indicated that higher levels of PSU at T1 prospectively predicted an increase in EA at T2, which in turn prospectively predicted higher levels of ATs and lower levels of ToM at T3. Similarly, greater screen time at T1 also prospectively predicted an increase in EA at T2, leading to higher levels of ATs and lower levels of ToM at T3. The results indicate that experiential avoidance prospectively plays a mediating role in the relationship between PSU, screen time, ToM, and ATs. In the context of today’s increasing digital addiction tendencies, these findings suggest that EA is a potentially important transdiagnostic variable to consider in assessments and interventions aimed at supporting socio-cognitive and emotional functioning.
智能手机的使用越来越多,引发了人们对年轻人不良心理和社会认知后果的担忧。本研究旨在前瞻性研究问题智能手机使用(PSU)、经验回避(EA)、屏幕时间、自闭症特征(ATs)和心理理论(ToM)之间的关系,并在时间设计中测试EA的中介作用。前瞻性地收集了219名年轻人(18-35岁,M = 20.66, SD = 2.15)在三个测点的数据,每隔一周收集一次。在时间1 (T1),参与者报告他们每周的屏幕时间,并完成PSU, At和ToM的基线测量。时间2 (T2),测量EA。在第3期(T3),进行ATs和ToM的最终测量。结果表明,T1时较高的PSU水平可以预测T2时EA的升高,而EA的升高反过来又可以预测T3时较高的ATs水平和较低的ToM水平。同样,T1时更长的屏幕时间也预示着T2时EA的增加,从而导致T3时ATs水平升高和ToM水平降低。结果表明,体验回避在PSU、屏幕时间、ToM和ATs之间的关系中起着中介作用。在当今日益增长的数字成瘾趋势的背景下,这些发现表明,在旨在支持社会认知和情感功能的评估和干预中,EA是一个潜在的重要的跨诊断变量。
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引用次数: 0
Game related over-spending across age groups and its association with gaming disorder 不同年龄组的游戏相关过度消费及其与游戏障碍的关系
IF 3.6 2区 医学 Q1 PSYCHOLOGY, CLINICAL Pub Date : 2025-09-27 DOI: 10.1016/j.addbeh.2025.108490
Janni Leung , Benjamin Johnson , John B. Saunders , Daniel Stjepanovic , Varun Yazad Patel , Caitlin McClure-Thomas , Jason P. Connor , Gary Chung Kai Chan

Background

Gaming disorder is a new addictive disorder under the ICD-11. Most of recent research focuses on young people and its impact on mental and physical health. However, it can also have negative financial impacts as in-game microtransaction and esport betting becoming more common, and this impact could be particularly problematic for older people. This study estimates the association between gaming disorder and game-related overspending.

Method

Data were from the 2022 International Gaming Study (IGS22), a multi-country cross sectional survey of 955 individuals aged 18–94 (M = 46; SD = 16; 45 % Male). We estimated the proportion of participants who reported game-related overspending and modelled its association with ICD-11 Gaming Disorder using logistic regression.

Result

In general, a much smaller but non-negligible proportion of older people (66 years old + ) reported various type of game-related overspending (4 – 9 %) compared to younger age groups. Individuals who are at risk of gaming disorder were at six to nine times higher odds of reporting various type of gaming-related overspending.

Conclusion

This study reveals a novel association between gaming disorder and overspending on purchasing games, in-game purchases, and esports betting across various age groups. While young individuals were more likely to report overspending, some older adults were also affected. As the measure reflects self-reported overspending, further research is needed to assess whether this translates into actual financial hardship.
背景:游戏障碍是ICD-11下的一种新的成瘾障碍。最近的大多数研究都集中在年轻人及其对身心健康的影响上。然而,随着游戏中的微交易和电子竞技博彩变得越来越普遍,它也会对财务产生负面影响,这种影响对老年人来说尤其严重。这项研究估计了游戏障碍和游戏相关的过度消费之间的联系。方法:数据来自2022年国际游戏研究(IGS22),这是一项对955名年龄在18-94岁之间的人进行的多国横断面调查(M = 46; SD = 16; 45%男性)。我们估计了报告与游戏相关的过度消费的参与者比例,并使用逻辑回归建模了其与ICD-11游戏障碍的关联。结果:总体而言,与年轻群体相比,老年人(66岁以上)的游戏过度消费比例要小得多(4 - 9%)。有游戏障碍风险的人报告各种类型的游戏相关超支的几率要高出6到9倍。结论:这项研究揭示了游戏障碍与购买游戏、游戏内购买和电子竞技赌博的过度支出之间的新联系。虽然年轻人更有可能报告超支,但一些老年人也受到影响。由于该指标反映的是自我报告的过度支出,因此需要进一步研究来评估这是否会转化为实际的经济困难。
{"title":"Game related over-spending across age groups and its association with gaming disorder","authors":"Janni Leung ,&nbsp;Benjamin Johnson ,&nbsp;John B. Saunders ,&nbsp;Daniel Stjepanovic ,&nbsp;Varun Yazad Patel ,&nbsp;Caitlin McClure-Thomas ,&nbsp;Jason P. Connor ,&nbsp;Gary Chung Kai Chan","doi":"10.1016/j.addbeh.2025.108490","DOIUrl":"10.1016/j.addbeh.2025.108490","url":null,"abstract":"<div><h3>Background</h3><div>Gaming disorder is a new addictive disorder under the ICD-11. Most of recent research focuses on young people and its impact on mental and physical health. However, it can also have negative financial impacts as in-game microtransaction and esport betting becoming more common, and this impact could be particularly problematic for older people. This study estimates the association between gaming disorder and game-related overspending.</div></div><div><h3>Method</h3><div>Data were from the 2022 International Gaming Study (IGS22), a multi-country cross sectional survey of 955 individuals aged 18–94 (M = 46; SD = 16; 45 % Male). We estimated the proportion of participants who reported game-related overspending and modelled its association with ICD-11 Gaming Disorder using logistic regression.</div></div><div><h3>Result</h3><div>In general, a much smaller but non-negligible proportion of older people (66 years old + ) reported various type of game-related overspending (4 – 9 %) compared to younger age groups. Individuals who are at risk of gaming disorder were at six to nine times higher odds of reporting various type of gaming-related overspending.</div></div><div><h3>Conclusion</h3><div>This study reveals a novel association between gaming disorder and overspending on purchasing games, in-game purchases, and esports betting across various age groups. While young individuals were more likely to report overspending, some older adults were also affected. As the measure reflects self-reported overspending, further research is needed to assess whether this translates into actual financial hardship.</div></div>","PeriodicalId":7155,"journal":{"name":"Addictive behaviors","volume":"172 ","pages":"Article 108490"},"PeriodicalIF":3.6,"publicationDate":"2025-09-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145214739","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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Addictive behaviors
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