Journal of adolescence · 2025
The Mediation Role of Emotional Symptoms Between Impulsivity Traits and Problematic Gaming Behavior in Adolescents.
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Fernández-Catalán Guillem, Modrego-Alarcón Marta, Sánchez-Pérez Noelia, Alcaraz-Iborra Manuel
Аннотация
INTRODUCTION: Gaming is a global activity of which the largest number of players are adolescents. Although some studies have shown the risks of gaming, very little is known about the association between the proposed video game addiction and the temperamental traits or behavioral (internalizing/externalizing) problems that lead adolescents to problematic gaming. The objective of this study was to develop and validate a model that explains the mediation effect of I/E problems on the effect of impulsivity traits on adolescents' gaming addiction.
METHODS: This cross-sectional study involved 850 Spanish adolescents (53.88% girls) aged 15-17 (M = 15.59, SD = 0.69) who completed self-report measures through an online survey. Problematic gaming was assessed using the Internet Gaming Disorder Scale-Short Form. Impulsivity was measured through the Short version of the UPPS-P Impulsive Behavior Scale, and internalizing/externalizing problems were evaluated using The Strengths and Difficulties Questionnaire. Mediational path analysis was performed to assess the main objective.
RESULTS: Problematic gaming behavior was observed among adolescents; however, only 0.12% met the diagnostic criteria for gaming addiction. Direct effects on gaming were obtained for both specific internalizing/externalizing problems (emotional/conduct problems) and impulsivity traits (lack of perseverance/general urgency). Main finding was that lower levels of general urgency, but not of any other impulsivity trait, were associated with higher levels of emotional symptoms that, in turn, were positively associated with higher levels of problematic gaming behavior.
CONCLUSION: This study generally advances our understanding of problematic gaming behavior and its relation with temperamental traits and behavioral problems in adolescence.
METHODS: This cross-sectional study involved 850 Spanish adolescents (53.88% girls) aged 15-17 (M = 15.59, SD = 0.69) who completed self-report measures through an online survey. Problematic gaming was assessed using the Internet Gaming Disorder Scale-Short Form. Impulsivity was measured through the Short version of the UPPS-P Impulsive Behavior Scale, and internalizing/externalizing problems were evaluated using The Strengths and Difficulties Questionnaire. Mediational path analysis was performed to assess the main objective.
RESULTS: Problematic gaming behavior was observed among adolescents; however, only 0.12% met the diagnostic criteria for gaming addiction. Direct effects on gaming were obtained for both specific internalizing/externalizing problems (emotional/conduct problems) and impulsivity traits (lack of perseverance/general urgency). Main finding was that lower levels of general urgency, but not of any other impulsivity trait, were associated with higher levels of emotional symptoms that, in turn, were positively associated with higher levels of problematic gaming behavior.
CONCLUSION: This study generally advances our understanding of problematic gaming behavior and its relation with temperamental traits and behavioral problems in adolescence.