Time Spent Gaming, Depressive Symptoms, and Behavioral Activation: A Longitudinal Mediation Study on Predictors of Gaming Disorder

Abstract Studies have demonstrated that mental health symptoms and time spent gaming are associated with increased symptoms of gaming disorder. However, few studies explore mediators that may shed light on longitudinal associations or causal pathways. Proposed theories suggest that reduced engagement in meaningful and rewarding activities outside of gaming may initiate a cycle of increased dependence on gaming to derive reward, but empirical evidence is lacking. The current study assessed a series of micro-longitudinal mediation models analyzing relationships between (1) time spent gaming and gaming disorder and (2) depressive symptoms and gaming disorder, with behavioral activation level set as a potential mediator. Daily video game players ( n = 98) were recruited to complete three waves of measures assessing negative emotion and game-play characteristics during a baseline session and weekly follow - ups over 2 weeks. Self-reported time spent gaming was associated with decreased levels of behavioral activation, which subsequently, was associated with elevated gaming disorder symptoms. Similarly, depressive symptoms were significantly associated with increased gaming disorder symptoms via lower behavioral activation levels. However, both models demonstrated non-significant indirect effects when baseline values of variables (thus assessing change) were controlled for. Additionally, meaningful differences between objective logged data and subjective self-report estimates of time spent gaming were observed and may explain discrepancies across models examining this variable. The current results indicate that both depressive symptoms and behavioral activation levels may play important roles in the development of problematic gaming patterns; however, further research is needed to build confidence for causal relationships between these variables. Future directions and specific recommendations for advancing the current findings are discussed.

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Publication Details

Journal
International Journal of Mental Health and Addiction
Published
2025-02-26
DOI
https://doi.org/10.1007/s11469-025-01459-5
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
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article

Time Spent Gaming, Depressive Symptoms, and Behavioral Activation: A Longitudinal Mediation Study on Predictors of Gaming Disorder

William V. Lechner, Sarah Cassidy, Jackson T. Jin
1 links
International Journal of Mental Health and Addiction
Impact of Technology on Adolescents
article

Time Spent Gaming, Depressive Symptoms, and Behavioral Activation: A Longitudinal Mediation Study on Predictors of Gaming Disorder

William V. Lechner, Sarah Cassidy, Jackson T. Jin
article en

Abstract

Abstract Studies have demonstrated that mental health symptoms and time spent gaming are associated with increased symptoms of gaming disorder. However, few studies explore mediators that may shed light on longitudinal associations or causal pathways. Proposed theories suggest that reduced engagement in meaningful and rewarding activities outside of gaming may initiate a cycle of increased dependence on gaming to derive reward, but empirical evidence is lacking. The current study assessed a series of micro-longitudinal mediation models analyzing relationships between (1) time spent gaming and gaming disorder and (2) depressive symptoms and gaming disorder, with behavioral activation level set as a potential mediator. Daily video game players ( n = 98) were recruited to complete three waves of measures assessing negative emotion and game-play characteristics during a baseline session and weekly follow - ups over 2 weeks. Self-reported time spent gaming was associated with decreased levels of behavioral activation, which subsequently, was associated with elevated gaming disorder symptoms. Similarly, depressive symptoms were significantly associated with increased gaming disorder symptoms via lower behavioral activation levels. However, both models demonstrated non-significant indirect effects when baseline values of variables (thus assessing change) were controlled for. Additionally, meaningful differences between objective logged data and subjective self-report estimates of time spent gaming were observed and may explain discrepancies across models examining this variable. The current results indicate that both depressive symptoms and behavioral activation levels may play important roles in the development of problematic gaming patterns; however, further research is needed to build confidence for causal relationships between these variables. Future directions and specific recommendations for advancing the current findings are discussed.

International Journal of Mental Health and Addiction
Kent State University (US)
Openalex Percentile: Top 96%
Impact of Technology on Adolescents
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