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European Child & Adolescent Psychiatry
Article . 2023 . Peer-reviewed
License: CC BY
Data sources: Crossref
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Emotional dysregulation predicts problematic gaming in children and youths: a cross-sectional and longitudinal approach

Authors: Schettler, Leonie Marie; Thomasius, Rainer; Paschke, Kerstin;

Emotional dysregulation predicts problematic gaming in children and youths: a cross-sectional and longitudinal approach

Abstract

AbstractAdolescents show a high vulnerability for addictive gaming patterns on the one hand and immature emotion regulation (ER) abilities as a risk factor for mental disorders on the other hand. We investigated the predictive value of ER difficulties on problematic gaming (PG) considering age groups (children vs. youths) and gender cross-sectionally and prospectively in a representative sample of German adolescents via online survey with two measurement points 14 months apart. General Poisson, logistic, and multinomial regression models were estimated to predict gaming patterns by ER difficulties controlling for age group and gender. Results revealed ER difficulties to be significantly associated with PG. Moreover, subgroup analyses indicated differing ER patterns for children vs. youths and boys vs. girls: for children, higher PG values were associated with emotional awareness and emotional clarity whereas for youths it was the acceptance of emotional responses. Moreover, gender differences implicated that boys with PG had more deficits in goal-oriented behavior as well as emotional awareness while affected girls were lacking emotional clarity and had problems with the acceptance of their emotional responses. Interestingly, procrastination was a significant predictor for PG irrespective of subgroups. Furthermore, longitudinal analyses indicated that difficulties in ER promoted PG while stronger procrastination tendencies maintained it. With the inclusion of procrastination, which can be understood as a maladaptive ER strategy, a broader picture of ER difficulties as a risk factor for PG could be drawn. The findings support a better understanding of PG etiology and the development of targeted prevention and intervention measures.

Country
Germany
Keywords

Male, Adolescent, Mental Disorders, Surveys and Questionnaires [MeSH] ; Adolescent [MeSH] ; Female [MeSH] ; Adolescents ; Gaming disorder ; Video Games/psychology [MeSH] ; Humans [MeSH] ; Original Contribution ; Emotion regulation ; Problematic gaming ; Cross-Sectional Studies [MeSH] ; Behavior, Addictive/diagnosis [MeSH] ; Behavior, Addictive/psychology [MeSH] ; Male [MeSH] ; Mental Disorders/psychology [MeSH] ; Child [MeSH] ; Longitudinal study, Original Contribution, Behavior, Addictive, Cross-Sectional Studies, Video Games, Surveys and Questionnaires, Humans, Female, Child

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    Top 10%
    influence
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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
20
Top 10%
Average
Top 10%
Green
hybrid