Predictors and patterns of internet gaming disorder using a regression tree based on game motivation and psychological factors

BACKGROUND: Previous regression-based studies have successfully identified the predictive role of gaming motivation (GM), self-control, self-esteem, and mental health in Internet gaming disorder (IGD). However, it remains uncertain how these predictive factors interact and collectively influence IGD, particularly in different cultural contexts. To address this issue, this study employed regression tree analysis (RTA) to determine user subgroups of different types of IGD based on the combined effects of gaming motivation and self-control, self-esteem, and mental health. Moreover, it compared differences between China and Japan.METHODS: Questionnaires were administered online to 210 Japanese university students and 178 Chinese university students.RESULTS: Our RTA revealed that Internet use time did not effectively predict IGD. Introjected regulation motivation, self-control, and poor mental health were the most important shared predictors for both Chinese and Japanese groups. Other important predictors for the Japanese group included escapism motivation and destruction motivation, while for the Chinese group, they included self-esteem, identity motivation, and gaming competence motivation.CONCLUSIONS: Distinct user subgroups of different types of IGD were successfully identified by RTA. The predictive factors for IGD differ between the Chinese and Japanese groups, suggesting the potential for targeted intervention measures tailored to specific populations.

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Publication Details

Journal
Minerva Psychiatry
Published
2025-04-01
DOI
https://doi.org/10.23736/s2724-6612.24.02552-1
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
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article

Predictors and patterns of internet gaming disorder using a regression tree based on game motivation and psychological factors

Mitsue Ogawa, Ruoyu Zhou, Yasukazu Ogai, Nobuaki Morita et al.
Minerva Psychiatry
Impact of Technology on Adolescents
article

Predictors and patterns of internet gaming disorder using a regression tree based on game motivation and psychological factors

Mitsue Ogawa, Ruoyu Zhou, Yasukazu Ogai, Nobuaki Morita, Xinyue Zhang, Wenjie Yang, Tamaki Saito
article en

Abstract

BACKGROUND: Previous regression-based studies have successfully identified the predictive role of gaming motivation (GM), self-control, self-esteem, and mental health in Internet gaming disorder (IGD). However, it remains uncertain how these predictive factors interact and collectively influence IGD, particularly in different cultural contexts. To address this issue, this study employed regression tree analysis (RTA) to determine user subgroups of different types of IGD based on the combined effects of gaming motivation and self-control, self-esteem, and mental health. Moreover, it compared differences between China and Japan.METHODS: Questionnaires were administered online to 210 Japanese university students and 178 Chinese university students.RESULTS: Our RTA revealed that Internet use time did not effectively predict IGD. Introjected regulation motivation, self-control, and poor mental health were the most important shared predictors for both Chinese and Japanese groups. Other important predictors for the Japanese group included escapism motivation and destruction motivation, while for the Chinese group, they included self-esteem, identity motivation, and gaming competence motivation.CONCLUSIONS: Distinct user subgroups of different types of IGD were successfully identified by RTA. The predictive factors for IGD differ between the Chinese and Japanese groups, suggesting the potential for targeted intervention measures tailored to specific populations.

Minerva PsychiatryVol. 66(1)
University of Tsukuba (JP), Yunnan University (CN), Tsukuba University of Technology (JP), Tsukuba Medical Center Hospital (JP)
Openalex Percentile: Top 91%
Impact of Technology on Adolescents
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