Self-Control Buffers the Association Between Aggression and Problematic Internet Gaming in Adolescents

Objective Problematic internet gaming is an increasing mental health concern in adolescence; however, not all individuals exposed to known risk factors develop maladaptive gaming behaviors. Although aggression and self-control have each been linked to gaming-related problems, their interactive effects remain insufficiently understood. Methods This study examined whether self-control moderates the association between aggression and problematic internet gaming among adolescents. Baseline data from 1,914 first-grade middle school students participating in the internet gaming disorder cohort study (Internet User Cohort for Unbiased Recognition of Gaming Disorder in Early Adolescence) were analyzed. Gaming-related problems were assessed using the Internet Gaming Use–Elicited Symptom Screen. Aggression and self-control were measured with validated self-report scales. Depressive symptoms, trait anxiety, and attention-deficit/hyperactivity disorder symptoms were included as covariates. Group differences were examined using t-tests and chi-square tests. Results Moderation analyses tested whether self-control altered the association between aggression and gaming-related problems. Self-control significantly moderated the association between aggression and gaming-related problems, such that higher self-control attenuated the positive relationship between aggression and problematic gaming. Gaming-related problems were more prevalent among males, adolescents whose parents had a high school education or lower, and those not residing in two-parent households. Conclusion Self-control influences the strength of the association between aggression and maladaptive gaming behaviors in adolescence, underscoring its role as a protective factor in problematic internet gaming.

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Publication Details

Journal
Psychiatry Investigation
Published
2026-09-01
DOI
https://doi.org/10.30773/pi.2026.0110
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
0.00

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article

Self-Control Buffers the Association Between Aggression and Problematic Internet Gaming in Adolescents

Yeon Jung Lee, Jungho Kim
Psychiatry Investigation
Impact of Technology on Adolescents
article

Self-Control Buffers the Association Between Aggression and Problematic Internet Gaming in Adolescents

Yeon Jung Lee, Jungho Kim
article en

Abstract

Objective Problematic internet gaming is an increasing mental health concern in adolescence; however, not all individuals exposed to known risk factors develop maladaptive gaming behaviors. Although aggression and self-control have each been linked to gaming-related problems, their interactive effects remain insufficiently understood. Methods This study examined whether self-control moderates the association between aggression and problematic internet gaming among adolescents. Baseline data from 1,914 first-grade middle school students participating in the internet gaming disorder cohort study (Internet User Cohort for Unbiased Recognition of Gaming Disorder in Early Adolescence) were analyzed. Gaming-related problems were assessed using the Internet Gaming Use–Elicited Symptom Screen. Aggression and self-control were measured with validated self-report scales. Depressive symptoms, trait anxiety, and attention-deficit/hyperactivity disorder symptoms were included as covariates. Group differences were examined using t-tests and chi-square tests. Results Moderation analyses tested whether self-control altered the association between aggression and gaming-related problems. Self-control significantly moderated the association between aggression and gaming-related problems, such that higher self-control attenuated the positive relationship between aggression and problematic gaming. Gaming-related problems were more prevalent among males, adolescents whose parents had a high school education or lower, and those not residing in two-parent households. Conclusion Self-control influences the strength of the association between aggression and maladaptive gaming behaviors in adolescence, underscoring its role as a protective factor in problematic internet gaming.

Psychiatry InvestigationVol. 23(9)
Soonchunhyang University Hospital Seoul (KR), Kyungmin University (KR)
Soonchunhyang University
Quality Education
Openalex Percentile: Top 5%
Impact of Technology on Adolescents
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