Journal of pediatric nursing · 2026
Video game addiction moderates pathways from violent gaming to emotional blunting in adolescents: Serial mediation through desensitization and aggression.
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Rashwan Zohour Ibrahim, Khamis Gehan Maher, Mahmoud Noha Mohamed, El-Lawaty Karim Shaban, Abdellah Marwa Mohamed Mahmoud, Ismail Esraa Mohammed Abd El-Samie
Аннотация
BACKGROUND: The psychological and social consequences of recurring exposure to Violent Video Games (VVGs) are a concerning issue of global health interest. Prolonged engagement with VVGs can lead to addiction, desensitizing adolescents to real-world violence and impairing their empathy. This desensitization may trigger various forms of aggression and result in emotional blunting.
PURPOSE: This study aims to assess the mediation pathways between violent video gaming, desensitization, aggression, and blunted emotional reactions among adolescents using gaming addiction as a moderator.
DESIGN AND METHODS: A descriptive, correlational, multi-group study was conducted among 501 randomly selected adolescents. The moderation and mediation analysis was used to identify the direct and indirect pathways linking the study variables.
RESULTS: Adolescents with problematic videogaming (31.9%, n = 160) reported significantly higher scores in violent gaming, aggression, desensitization, and emotional blunting than non-problematic (p < .001). Adolescents with problematic videogaming, violent gaming directly predicted aggression (β =0.60, p < .001), whereas non-problematic adolescents demonstrated emotion-mediated pathways through desensitization (β = 0.29, p < .001). Despite different mechanisms, both groups exhibited comparable total effects on emotional blunting.
CONCLUSIONS: Adolescents with problematic videogaming exhibited higher levels of aggression, desensitization, and emotional blunting compared to non-problematic peers. The moderated mediation analysis revealed that addiction influences the pathways connecting engagement with VVGs to emotional blunting, as problematic gamers showed a direct pathway from VVGs to aggression, whereas non-problematic gamers followed an emotion-mediated pathway to aggression through desensitization.
IMPLICATIONS FOR PEDIATRIC NURSING PRACTICE: Pediatric nurses should incorporate screening for gaming behavior into adolescent psychosocial assessments. Adolescents with problematic videogaming require targeted behavioral interventions to manage aggression, while adolescents with non-problematic videogaming benefit from preventive emotional regulation and media literacy programs.
PURPOSE: This study aims to assess the mediation pathways between violent video gaming, desensitization, aggression, and blunted emotional reactions among adolescents using gaming addiction as a moderator.
DESIGN AND METHODS: A descriptive, correlational, multi-group study was conducted among 501 randomly selected adolescents. The moderation and mediation analysis was used to identify the direct and indirect pathways linking the study variables.
RESULTS: Adolescents with problematic videogaming (31.9%, n = 160) reported significantly higher scores in violent gaming, aggression, desensitization, and emotional blunting than non-problematic (p < .001). Adolescents with problematic videogaming, violent gaming directly predicted aggression (β =0.60, p < .001), whereas non-problematic adolescents demonstrated emotion-mediated pathways through desensitization (β = 0.29, p < .001). Despite different mechanisms, both groups exhibited comparable total effects on emotional blunting.
CONCLUSIONS: Adolescents with problematic videogaming exhibited higher levels of aggression, desensitization, and emotional blunting compared to non-problematic peers. The moderated mediation analysis revealed that addiction influences the pathways connecting engagement with VVGs to emotional blunting, as problematic gamers showed a direct pathway from VVGs to aggression, whereas non-problematic gamers followed an emotion-mediated pathway to aggression through desensitization.
IMPLICATIONS FOR PEDIATRIC NURSING PRACTICE: Pediatric nurses should incorporate screening for gaming behavior into adolescent psychosocial assessments. Adolescents with problematic videogaming require targeted behavioral interventions to manage aggression, while adolescents with non-problematic videogaming benefit from preventive emotional regulation and media literacy programs.