Association between game addiction and lifetime psychotic-like experiences among high school students: a cross-sectional study

Psychotic-like experiences (PLEs) and game addiction are common among young individuals. The present study aimed to explore the association between game addiction and lifetime PLEs among high school students in Guangzhou, China. Data for this study was derived from the Mental Health and Behavior Disorders among Children and Young People in Guangzhou Survey, which utilized a multistage stratified cluster sampling design. The 15-item positive subscale of the Community Assessment of Psychic Experiences (CAPE-15) was used to assess lifetime PLEs. Univariate and multivariate logistic regression analysis were applied to explore the lifetime PLEs-related factors. A total of 5581 high school students aged 13 to 20 years were included in the analysis. The prevalence of lifetime PLEs and game addiction among high school students was 44.9% (n = 2507) and 15.0% (n = 835), respectively. Multivariate logistic regression analysis showed that age (OR = 0.86, 95%CI: 0.80–0.93),single child (OR = 1.17, 95%CI: 1.03–1.34), perceived academic stress (OR = 1.10, 95%CI: 1.07–1.14), loneliness (OR = 1.10, 95%CI: 1.08–1.12), social support (OR = 0.93, 95%CI: 1.18–1.23), PHQ-9 score (OR = 1.20, 95%CI: 1.18–1.23), game use time for more than 4 h per week (vs. 0 h) (OR = 1.53, 95%CI: 1.21–1.93), and game addiction (OR = 1.56, 95%CI: 1.29–1.88) were influencing factors of lifetime PLEs (P < 0.05). The prevalence of lifetime PLEs is high among high school students, and PLEs are related to a variety of psychosocial and behavioral factors. Lifetime PLEs are strongly related to game addiction and long game use time among high school students.

Authors

Institutions

Publication Details

Journal
BMC Public Health
Published
2025-10-14
DOI
https://doi.org/10.1186/s12889-025-24563-6
Citations
1
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
4.20

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Association between game addiction and lifetime psychotic-like experiences among high school students: a cross-sectional study

Lihua Lin, Meng Sun, Liang Zhou, Jiali Wang et al.
1 citations
BMC Public Health
Impact of Technology on Adolescents
4.20
article

Association between game addiction and lifetime psychotic-like experiences among high school students: a cross-sectional study

Lihua Lin, Meng Sun, Liang Zhou, Jiali Wang, Wei-Hao Luo, Rui Wang
article en
1 citations

Abstract

Psychotic-like experiences (PLEs) and game addiction are common among young individuals. The present study aimed to explore the association between game addiction and lifetime PLEs among high school students in Guangzhou, China. Data for this study was derived from the Mental Health and Behavior Disorders among Children and Young People in Guangzhou Survey, which utilized a multistage stratified cluster sampling design. The 15-item positive subscale of the Community Assessment of Psychic Experiences (CAPE-15) was used to assess lifetime PLEs. Univariate and multivariate logistic regression analysis were applied to explore the lifetime PLEs-related factors. A total of 5581 high school students aged 13 to 20 years were included in the analysis. The prevalence of lifetime PLEs and game addiction among high school students was 44.9% (n = 2507) and 15.0% (n = 835), respectively. Multivariate logistic regression analysis showed that age (OR = 0.86, 95%CI: 0.80–0.93),single child (OR = 1.17, 95%CI: 1.03–1.34), perceived academic stress (OR = 1.10, 95%CI: 1.07–1.14), loneliness (OR = 1.10, 95%CI: 1.08–1.12), social support (OR = 0.93, 95%CI: 1.18–1.23), PHQ-9 score (OR = 1.20, 95%CI: 1.18–1.23), game use time for more than 4 h per week (vs. 0 h) (OR = 1.53, 95%CI: 1.21–1.93), and game addiction (OR = 1.56, 95%CI: 1.29–1.88) were influencing factors of lifetime PLEs (P < 0.05). The prevalence of lifetime PLEs is high among high school students, and PLEs are related to a variety of psychosocial and behavioral factors. Lifetime PLEs are strongly related to game addiction and long game use time among high school students.

BMC Public HealthVol. 25(1)
University of Chicago (US), Ministry of Education (RW), Guangzhou Psychiatric Hospital (CN), Guangdong 999 Brain Hospital (CN), Guangzhou Medical University (CN)
Guangzhou Medical University, National Natural Science Foundation of China, Basic and Applied Basic Research Foundation of Guangdong Province
Openalex Percentile: Top 5%
Impact of Technology on Adolescents
4.20
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.