Genre-Specific Gaming Addiction and Flourishing in Adolescents: Cross-Sectional Survey Study.
cross_sectional · Level IV
Where this comes from
- Record sourced from PubMed, PMID 41678791.
- Also identified by DOI 10.2196/89319 and PMC identifier 12946777.
- Licence recorded as CC BY.
- The licence permits redistribution, so the abstract is shown in full and the full text is available from the publisher.
Abstract
Adolescent gaming addiction (GA) has been linked to a range of adverse health outcomes. However, whether the associated health risks differ across game genres remains poorly understood. Guided by VanderWeele's multidimensional flourishing framework, this study aims to examine genre-specific associations between GA and flourishing among adolescents. This study used a cross-sectional observational design. A total of 2194 middle school students were recruited via convenience sampling from a private tutoring center in a northwestern city in China. Eligibility criteria were (1) enrollment in participating classes at the tutoring center, (2) provision of both student and parental consent, and (3) presence during questionnaire administration. The mean age of participants was 14.53 (SD 0.76) years; 985 (44.90%) were boys and 1174 (53.51%) were girls. During class time, students completed paper-based questionnaires that assessed their demographics, gaming addiction, and flourishing. Participants listed up to 3 video games played in the past month and rated their addiction to each. Games were classified into 8 genres: action and adventure (AA), sandbox and simulation (SS), multiplayer online battle arena (MOBA), shooting, strategy, casual, sports, and role-playing. Flourishing was assessed using the Human Flourishing Index across 5 domains: happiness and life satisfaction, mental and physical health, meaning and purpose, character and virtue, and close social relationships. Robust linear regression analyses (α=.05) showed that AA addiction was associated with lower overall flourishing (b=-3.11, 95% CI -4.34 to -1.88) and all 5 subdomains (happiness and life satisfaction: b=-0.46, 95% CI -0.75 to -0.17; mental and physical health: b=-0.61, 95% CI -0.88 to -0.34; meaning and purpose: b=-0.55, 95% CI -0.82 to -0.27; character and virtue: b=-0.74, 95% CI -1.06 to -0.43; and close social relationships: b=-0.62, 95% CI -0.92 to -0.32). MOBA addiction was associated with lower overall flourishing (b=-1.33, 95% CI -2.34 to -0.32), character and virtue (b=-0.34, 95% CI -0.59 to -0.08), and meaning and purpose (b=-0.34, 95% CI -0.56 to -0.11). SS addiction was associated with lower overall flourishing (b=-3.42, 95% CI -5.80 to -1.04), close social relationships (b=-0.86, 95% CI -1.46 to -0.27), and mental and physical health (b=-1.09, 95% CI -1.60 to -0.58). This study provides novel evidence that the association between GA and adolescent flourishing is genre dependent. In contrast to prior research that conceptualizes health narrowly or unidimensionally, a multidimensional perspective provides a more nuanced understanding of the health risks associated with GA. The findings advance the field by showing that addiction to AA, MOBA, and SS games is associated with greater health risks than addiction to other genres. Accordingly, prevention, education, and policy efforts should prioritize higher-risk genres to promote adolescent health.
Medical subject headings
- Video Games
- Behavior, Addictive
- Internet Addiction Disorder