| Literature DB >> 35095645 |
Hyeon Gyu Jeon1, Eui Jun Jeong1, Sung Je Lee1, Jeong Ae Kim2.
Abstract
Pathological gaming among adolescents has been reported to hamper the achievement of a balanced life and to threaten the development of social competencies. Despite the increasing social concerns on the adolescent users, however, the mechanism of gaming behavior of adolescents has not been sufficiently examined. This study explored the mechanism of pathological gaming among adolescents from 3-year longitudinal data of 778 Korean adolescent gamers, by analyzing the effects of negative affects (i.e., anxiety, loneliness, and academic stress) on the degree of pathological gaming through the mediation variables (i.e., aggression and self-control) based on the stimulus-organism-response (S-O-R) framework. Latent class analysis (LCA) was used to uncover potential risk groups, and through partial least squares-structural equation modeling (PLS-SEM) analysis, the mediation pathways to pathological gaming were compared between the risk group and the non-risk group. The results highlighted the key role of academic stress on the degree of pathological gaming. In the entire group, academic stress primarily increased pathological gaming through self-control. The mediation path of self-control was the most influential result in the risk group. Aggression was the key mediator between loneliness and pathological gaming in the non-risk group. The theoretical and practical implications of the results were discussed.Entities:
Keywords: LCA; academic stress; aggression; longitudinal study; pathological gaming; self-control
Year: 2022 PMID: 35095645 PMCID: PMC8789677 DOI: 10.3389/fpsyg.2021.756328
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Prior research using latent class analysis (LCA) in behavioral addiction.
| Author(s) | Year | Domain | Key variables | Subjects | Data type |
|---|---|---|---|---|---|
|
| 2021 | Internet gaming | Internet gaming disorder, social engagement | Adults | Cross-sectional |
|
| 2021 | Smartphone use | Patient health, social anxiety, short boredom proneness, and smartphone addiction | Adults | Cross-sectional |
|
| 2020 | Internet use | Internet addiction, salience, excessive use, neglect of work, anticipation, lack of control, and neglect of social life | Adults | Cross-sectional |
|
| 2019 | Internet gaming | Internet gaming disorder, social media addiction, impulsiveness, and psychopathology symptom | Adolescents | Cross-sectional |
|
| 2018 | Gambling and gaming | Disordered gaming, loneliness, depression and anxiety, and aggression | Adults, Adolescents | Longitudinal |
|
| 2017 | Video gaming | Video game addiction, social internet use, psychosocial well-being, depressive symptoms, loneliness, social anxiety, self-esteem, and friendship quality | Adolescents | Cross-sectional |
|
| 2015 | Video gaming | Problem video game playing, frequency of video gaming, mental health, physical health, physical activity, academic performance, and analytic strategy | Adolescents | Cross-sectional |
|
| 2015 | Internet use | Problematic internet use, family assessment, and life satisfaction | Adolescents | Cross-sectional |
|
| 2014 | Internet use | Internet addiction, social participation and trust | Adults, Adolescents | Cross-sectional |
|
| 2011 | Video gaming | Compulsive internet use, weekly hours of online gaming, and psychosocial outcome | Adolescents | Longitudinal |
Demographic characteristics.
| Characteristics | All participants ( | Risk group ( | Non-risk group ( | ||||
|---|---|---|---|---|---|---|---|
| Frequency | (%) | Frequency | (%) | Frequency | (%) | ||
| Gender | Male | 381 | 49.0 | 216 | 60.8 | 142 | 43.4 |
| Female | 397 | 51.0 | 139 | 39.2 | 185 | 56.6 | |
| Age (in years) | Under 12 | 287 | 36.9 | 143 | 40.3 | 109 | 33.3 |
| 12–14 | 273 | 35.1 | 127 | 35.8 | 112 | 34.3 | |
| 15–17 | 218 | 28.0 | 85 | 23.9 | 106 | 32.4 | |
| Education | Elementary school | 287 | 36.9 | 127 | 35.8 | 118 | 36.1 |
| Middle school | 273 | 35.1 | 120 | 33.8 | 121 | 37.0 | |
| High school | 218 | 28.0 | 108 | 30.5 | 88 | 26.9 | |
| Online game duration (daily average min.) | Elementary school | 38.1 | 23.7 | 44.4 | 23.1 | 30.0 | 21.2 |
| Middle school | 62.2 | 38.8 | 69.9 | 36.3 | 65.2 | 46.0 | |
| High school | 60.2 | 37.5 | 78.0 | 40.6 | 46.6 | 32.9 | |
| Mobile game duration (daily average min.) | Elementary school | 48.4 | 27.0 | 54.0 | 27.6 | 48.1 | 27.4 |
| Middle school | 78.2 | 43.6 | 80.2 | 41.0 | 82.2 | 46.8 | |
| High school | 52.6 | 29.4 | 61.5 | 31.4 | 45.2 | 25.8 | |
The demographics above correspond to the first wave.
Results for the measurement model.
| Scale/Items | Mean | SD | CR | AVE |
| Cronbach’s α | |
|---|---|---|---|---|---|---|---|
| All participants ( | Anxiety (T1) | 0.722 | 0.479 | 0.916 | 0.644 | - | 0.890 |
| Loneliness (T1) | 1.625 | 0.570 | 0.926 | 0.611 | - | 0.909 | |
| Academic stress (T1) | 2.000 | 0.365 | 0.874 | 0.698 | - | 0.787 | |
| Aggression (T2) | 1.952 | 1.098 | 0.913 | 0.600 | 0.175 | 0.888 | |
| Self-control (T2) | 2.722 | 0.524 | 0.884 | 0.560 | 0.187 | 0.843 | |
| Pathological gaming (T3) | 3.148 | 1.042 | 0.967 | 0.621 | 0.246 | 0.964 | |
| Risk group ( | Anxiety (T1) | 0.900 | 0.352 | 0.903 | 0.652 | - | 0.868 |
| Loneliness (T1) | 1.646 | 0.544 | 0.925 | 0.609 | - | 0.909 | |
| Academic stress (T1) | 1.833 | 0.548 | 0.867 | 0.686 | - | 0.777 | |
| Aggression (T2) | 2.310 | 1.074 | 0.907 | 0.585 | 0.144 | 0.880 | |
| Self-control (T2) | 2.583 | 0.303 | 0.862 | 0.610 | 0.137 | 0.788 | |
| Pathological gaming (T3) | 3.567 | 0.557 | 0.879 | 0.593 | 0.153 | 0.828 | |
| Non-risk group ( | Anxiety (T1) | 0.250 | 0.293 | 0.923 | 0.667 | - | 0.900 |
| Loneliness (T1) | 1.571 | 0.433 | 0.920 | 0.622 | - | 0.899 | |
| Academic stress (T1) | 2.056 | 0.251 | 0.880 | 0.709 | - | 0.797 | |
| Aggression (T2) | 1.476 | 0.380 | 0.915 | 0.607 | 0.181 | 0.891 | |
| Self-control (T2) | 3.083 | 0.646 | 0.867 | 0.620 | 0.246 | 0.797 | |
| Pathological gaming (T3) | 1.528 | 0.687 | 0.876 | 0.542 | 0.085 | 0.832 | |
SD, standard deviation; CR, composite reliability; AVE, average variance extracted; and R2, R square adjusted. T1, T2, and T3 indicate the periods of wave 1, wave 2, and wave 3, respectively.
Finite mixture partial least squares (FIMIX-PLS) analysis results for latent class segmentation.
| Segment criteria | Prespecified segments | ||||||
|---|---|---|---|---|---|---|---|
| Fit indices | |||||||
| AIC | (9,778.851) | 8,808.235 | 8,387.198 | 8,321.209 | 8,248.713 | 8,264.391 | 8,212.271 |
| AIC3 | (9,815.851) | 8,883.235 | 8,500.198 | 8,472.209 | 8,437.713 | 8,491.391 | 8,477.271 |
| AIC4 | (9,852.851) | 8,958.235 |
| 8,623.209 | 8,626.713 | 8,718.391 | 8,742.271 |
| BIC | (9,951.150) | 9,157.490 |
| 9,024.375 | 9,128.834 | 9,321.468 | 9,446.304 |
| CAIC | (9,988.150) | 9,232.490 |
| 9,175.375 | 9,317.834 | 9,548.468 | 9,711.304 |
| MDL5 | (10,936.346) | 11,154.508 | 11,922.248 | 13,045.038 | 14,161.320 | 15,365.776 | 16,502.434 |
| LnL | (−4,852.426) | −4,329.118 | −4,080.599 | -4,009.605 | −3,935.357 | −3,905.196 | −3,841.136 |
| EN | 0.820 |
| 0.799 | 0.767 | 0.786 | 0.754 | |
|
|
| ||||||
| Segment 1 | Segment 2 | Segment 3 | Segment 4 | Segment 5 | Segment 6 | Segment 7 | |
| 100% | |||||||
| 59.5% | 40.5% | ||||||
|
|
|
|
| ||||
| 39.3% | 35.9% | 13.2% | 11.6% | ||||
| 34.9% | 27.0% | 19.0% | 12.0% | 7.1% | |||
| 33.7% | 27.3% | 12.8% | 11.1% | 8.9% | 6.2% | ||
| 24.5% | 20.7% | 18.5% | 12.8% | 12.4% | 6.9% | 4.3% | |
The best segment choices are bolded. K indicates the number of prespecified segments; AIC, akaike’s information criterion; AIC3, modified AIC with factor 3; AIC4, modified AIC with factor 4; BIC, bayesian information criteria; CAIC, consistent AIC; MDL5, minimum description length with factor 5; LnL, loglikelihood; and EN, entropy statistic (Normed).
Figure 1Results of the latent class analysis of pathological gaming. As pathological gaming is measured on a scale of 100 points, the score of 50 is assumed to be the splitting point of the addiction risk tendency. Dotted line connects the measured values of the pathological gaming variables from waves 1–3, and the bold and solid line reflects the trend line.
Figure 2Results of hypothesis test and mediation effect analysis. One asterisk (*) indicates p < 0.05, two asterisks (**), p < 0.01, and three asterisks (***), p < 0.001. Solid line indicates statistical significance. Bold line represents both statistical significance and significant indirect effect pathways. No link is statistically insignificant.
Hypothesis test results (direct effect).
| Hypothesis | All participants ( | Risk group ( | Non-risk group ( | ||||||
|---|---|---|---|---|---|---|---|---|---|
| Coef. | T-values | Results | Coef. | T-values | Results | Coef. | T-values | Results | |
| H1a. AX (T1) → AG (T2) | 0.223 | 5.369 | Accepted | 0.258 | 4.654 | Accepted | 0.166 | 2.375 | Accepted |
| H1b. LL (T1) → AG (T2) | 0.203 | 5.031 | Accepted | 0.145 | 2.632 | Accepted | 0.284 | 4.374 | Accepted |
| H1c. AS (T1) → AG (T2) | 0.124 | 3.656 | Accepted | 0.119 | 2.342 | Accepted | 0.096 | 1.848 | Rejected |
| H2a. AX (T1) → SC (T2) | −0.107 | 2.634 | Accepted | −0.083 | 1.507 | Rejected | −0.094 | 1.632 | Rejected |
| H2b. LL (T1) → SC (T2) | −0.112 | 3.009 | Accepted | −0.065 | 1.197 | Rejected | −0.155 | 2.959 | Accepted |
| H2c. AS (T1) → SC (T2) | −0.330 | 10.639 | Accepted | −0.325 | 7.104 | Accepted | −0.376 | 8.404 | Accepted |
| H3a. AG (T2) → PG (T3) | 0.199 | 5.074 | Accepted | 0.175 | 3.119 | Accepted | 0.256 | 4.088 | Accepted |
| H3b. SC (T2) → PG (T3) | −0.255 | 6.618 | Accepted | −0.287 | 4.849 | Accepted | −0.079 | 1.315 | Rejected |
p < 0.05;
p < 0.01 and
p < 0.001.
AX, anxiety; AG, aggression; SC, self-control; LL, loneliness; AS, academic stress; and PG, pathological gaming.