Thank you for visiting nature.com. You are using a browser version with limited support for CSS. To obtain the best experience, we recommend you use a more up to date browser (or turn off compatibility mode in Internet Explorer). In the meantime, to ensure continued support, we are displaying the site without styles and JavaScript.

  • View all journals
  • Explore content
  • About the journal
  • Publish with us
  • Sign up for alerts
  • Open access
  • Published: 10 December 2020

Effect of internet use and electronic game-play on academic performance of Australian children

  • Md Irteja Islam 1 , 2 ,
  • Raaj Kishore Biswas 3 &
  • Rasheda Khanam 1  

Scientific Reports volume  10 , Article number:  21727 ( 2020 ) Cite this article

72k Accesses

25 Citations

32 Altmetric

Metrics details

  • Human behaviour
  • Risk factors

This study examined the association of internet use, and electronic game-play with academic performance respectively on weekdays and weekends in Australian children. It also assessed whether addiction tendency to internet and game-play is associated with academic performance. Overall, 1704 children of 11–17-year-olds from young minds matter (YMM), a cross-sectional nationwide survey, were analysed. The generalized linear regression models adjusted for survey weights were applied to investigate the association between internet use, and electronic-gaming with academic performance (measured by NAPLAN–National standard score). About 70% of the sample spent > 2 h/day using the internet and nearly 30% played electronic-games for > 2 h/day. Internet users during weekdays (> 4 h/day) were less likely to get higher scores in reading and numeracy, and internet use on weekends (> 2–4 h/day) was positively associated with academic performance. In contrast, 16% of electronic gamers were more likely to get better reading scores on weekdays compared to those who did not. Addiction tendency to internet and electronic-gaming is found to be adversely associated with academic achievement. Further, results indicated the need for parental monitoring and/or self-regulation to limit the timing and duration of internet use/electronic-gaming to overcome the detrimental effects of internet use and electronic game-play on academic achievement.

Similar content being viewed by others

effects of computer addiction to students research paper

The impact of digital media on children’s intelligence while controlling for genetic differences in cognition and socioeconomic background

effects of computer addiction to students research paper

Adaption and implementation of the engage programme within the early childhood curriculum

effects of computer addiction to students research paper

A mobile device-based game prototype for ADHD: development and preliminary feasibility testing

Introduction.

Over the past two decades, with the proliferation of high-tech devices (e.g. Smartphone, tablets and computers), both the internet and electronic games have become increasingly popular with people of all ages, but particularly with children and adolescents 1 , 2 , 3 . Recent estimates have shown that one in three under-18-year-olds across the world uses the Internet, and 75% of adolescents play electronic games daily in developed countries 4 , 5 , 6 . Studies in the United States reported that adolescents are occupied with over 11 h a day with modern electronic media such as computer/Internet and electronic games, which is more than they spend in school or with friends 7 , 8 . In Australia, it is reported that about 98% of children aged 15–17 years are among Internet users and 98% of adolescents play electronic games, which is significantly higher than the USA and Europe 9 , 10 , 11 , 12 .

In recent times, the Internet and electronic games have been regarded as important, not just for better results at school, but also for self-expression, sociability, creativity and entertainment for children and adolescents 13 , 14 . For instance, 88% of 12–17 year-olds in the USA considered the Internet as a useful mechanism for making progress in school 15 , and similarly, electronic gaming in children and adolescents may assist in developing skills such as decision-making, smart-thinking and coordination 3 , 15 .

On the other hand, evidence points to the fact that the use of the Internet and electronic games is found to have detrimental effects such as reduced sleeping time, behavioural problems (e.g. low self-esteem, anxiety, depression), attention problems and poor academic performance in adolescents 1 , 5 , 12 , 16 . In addition, excessive Internet usage and increased electronic gaming are found to be addictive and may cause serious functional impairment in the daily life of children and adolescents 1 , 12 , 13 , 16 . For example, the AU Kids Online survey 17 reported that 50% of Australian children were more likely to experience behavioural problems associated with Internet use compared to children from 25 European countries (29%) surveyed in the EU Kids Online study 18 , which is alarming 12 . These mixed results require an urgent need of understanding the effect of the Internet use and electronic gaming on the development of children and adolescents, particularly on their academic performance.

Despite many international studies and a smaller number in Australia 12 , several systematic limitations remain in the existing literature, particularly regarding the association of academic performance with the use of Internet and electronic games in children and adolescents 13 , 16 , 19 . First, the majority of the earlier studies have either relied on school grades or children’s self assessments—which contain an innate subjectivity by the assessor; and have not considered the standardized tests of academic performance 16 , 20 , 21 , 22 . Second, most previous studies have tested the hypothesis in the school-based settings instead of canvassing the whole community, and cannot therefore adjust for sociodemographic confounders 9 , 16 . Third, most studies have been typically limited to smaller sample sizes, which might have reduced the reliability of the results 9 , 16 , 23 .

By considering these issues, this study aimed to investigate the association of internet usage and electronic gaming on a standardized test of academic performance—NAPLAN (The National Assessment Program—Literacy and Numeracy) among Australian adolescents aged 11–17 years using nationally representative data from the Second Australian Child and Adolescent Survey of Mental Health and Wellbeing—Young Minds Matter (YMM). It is hypothesized that the findings of this study will provide a population-wide, contextual view of excessive Internet use and electronic games played separately on weekdays and weekends by Australian adolescents, which may be beneficial for evidence-based policies.

Subject demographics

Respondents who attended gave NAPLAN in 2008 (N = 4) and 2009 (N = 29) were removed from the sample due to smaller sample size, as later years (2010–2015) had over 100 samples yearly. The NAPLAN scores from 2008 might not align with a survey conducted in 2013. Further missing cases were deleted with the assumption that data were missing at random for unbiased estimates, which is common for large-scale surveys 24 . From the initial survey of 2967 samples, 1704 adolescents were sampled for this study.

The sample characteristics were displayed in Table 1 . For example, distribution of daily average internet use was checked, showing that over 50% of the sampled adolescents spent 2–4 h on internet (Table 1 ). Although all respondents in the survey used internet, nearly 21% of them did not play any electronic games in a day and almost one in every three (33%) adolescents played electronic games beyond the recommended time of 2 h per day. Girls had more addictive tendency to internet/game-play in compare to boys.

The mean scores for the three NAPLAN tests scores (reading, writing and numeracy) ranged from 520 to 600. A gradual decline in average NAPLAN tests scores (reading, writing and numeracy) scores were observed for internet use over 4 h during weekdays, and over 3 h during weekends (Table 2 ). Table 2 also shows that adolescents who played no electronic games at all have better scores in writing compared to those who play electronic games. Moreover, Table 2 shows no particular pattern between time spent on gaming and NAPLAN reading and numeracy scores. Among the survey samples, 308 adolescents were below the national standard average.

Internet use and academic performance

Our results show that internet (non-academic use) use during weekdays, especially more than 4 h, is negatively associated with academic performance (Table 3 ). For internet use during weekdays, all three models showed a significant negative association between time spent on internet and NAPLAN reading and numeracy scores. For example, in Model 1, adolescents who spent over 4 h on internet during weekdays are 15% and 17% less likely to get higher reading and numeracy scores respectively compared to those who spend less than 2 h. Similar results were found in Model 2 and 3 (Table 3 ), when we adjusted other confounders. The variable addiction tendency to internet was found to be negatively associated with NAPLAN results. The adolescents who had internet addiction were 17% less and 14% less likely to score higher in reading and numeracy respectively than those without such problematic behaviour.

Internet use during weekends showed a positive association with academic performance (Table 4 ). For example, Model 1 in Table 4 shows that internet use during weekends was significant for reading, writing and national standard scores. Youths who spend around 2–4 h and over 4 h on the internet during weekends were 21% and 15% more likely to get a higher reading scores respectively compared to those who spend less than 2 h (Model 1, Table 4 ). Similarly, in model 3, where the internet addiction of adolescents was adjusted, adolescents who spent 2–4 h on internet were 1.59 times more likely to score above the national standard. All three models of Table 4 confirmed that adolescents who spent 2–4 h on the internet during weekends are more likely to achieve better reading and writing scores and be at or above national standard compared to those who used the internet for less than 2 h. Numeracy scores were unlikely to be affected by internet use. The results obtained from Model 3 should be treated as robust, as this is the most comprehensive model that accounts for unobserved characteristics. The addiction tendency to internet/game-play variable showed a negative association with academic performance, but this is only significant for numeracy scores.

Electronic gaming and academic performance

Time spent on electronic gaming during weekdays had no effect on the academic performance of writing and language but had significant association with reading scores (Model 2, Table 5 ). Model 2 of Table 5 shows that adolescents who spent 1–2 h on gaming during weekdays were 13% more likely to get higher reading scores compared to those who did not play at all. It was an interesting result that while electronic gaming during weekdays tended to show a positive effect on reading scores, internet use during weekdays showed a negative effect. Addiction tendency to internet/game-play had a negative effect; the adolescents who were addicted to the internet were 14% less likely to score more highly in reading than those without any such behaviour.

All three models from Table 6 confirm that time spent on electronic gaming over 2 h during weekends had a positive effect on readings scores. For example, the results of Model 3 (Table 6 ) showed that adolescents who spent more than 2 h on electronic gaming during weekdays were 16% more likely to have better reading scores compared to adolescents who did not play games at all. Playing electronic games during weekends was not found to be statistically significant for writing and numeracy scores and national standard scores, although the odds ratios were positive. The results from all tables confirm that addiction tendency to internet/gaming is negatively associated with academic performance, although the variable is not always statistically significant.

Building on past research on the effect of the internet use and electronic gaming in adolescents, this study examined whether Internet use and playing electronic games were associated with academic performance (i.e. reading, writing and numeracy) using a standardized test of academic performance (i.e. NAPLAN) in a nationally representative dataset in Australia. The findings of this study question the conventional belief 9 , 25 that academic performance is negatively associated with internet use and electronic games, particularly when the internet is used for non-academic purpose.

In the current hi-tech world, many developed countries (e.g. the USA, Canada and Australia) have recommended that 5–17 year-olds limit electronic media (e.g. internet, electronic games) to 2 h per day for entertainment purposes, with concerns about the possible negative consequences of excessive use of electronic media 14 , 26 . However, previous research has often reported that children and adolescents spent more than the recommended time 26 . The present study also found similar results, that is, that about 70% of the sampled adolescents aged 11–17 spent more than 2 h per day on the Internet and nearly 30% spent more than 2-h on electronic gaming in a day. This could be attributed to the increased availability of computers/smart-phones and the internet among under-18s 12 . For instance, 97% of Australian households with children aged less than 15 years accessed internet at home in 2016–2017 10 ; as a result, policymakers recommended that parents restrict access to screens (e.g. Internet and electronic games) in children’s bedrooms, monitor children using screens, share screen hours with their children, and to act as role models by reducing their own screen time 14 .

This research has drawn attention to the fact that the average time spent using the internet, which is often more than 4 h during weekdays tends to be negatively associated with academic performance, especially a lower reading and numeracy score, while internet use of more than 2 h during weekends is positively associated with academic performance, particularly having a better reading and writing score and above national standard score. By dividing internet use and gaming by weekdays and weekends, this study find an answer to the mixed evidence found in previous literature 9 . The results of this study clearly show that the non-academic use of internet during weekdays, particularly, spending more than 4 h on internet is harmful for academic performance, whereas, internet use on the weekends is likely to incur a positive effect on academic performance. This result is consistent with a USA study that reported that internet use is positively associated with improved reading skills and higher scores on standardized tests 13 , 27 . It is also reported in the literature that academic performance is better among moderate users of the internet compared to non-users or high level users 13 , 27 , which was in line with the findings of this study. This may be due to the fact that the internet is predominantly a text-based format in which the internet users need to type and read to access most websites effectively 13 . The results of this study indicated that internet use is not harmful to academic performance if it is used moderately, especially, if ensuring very limited use on weekdays. The results of this study further confirmed that timing (weekdays or weekends) of internet use is a factor that needs to be considered.

Regarding electronic gaming, interestingly, the study found that the average time of gaming either in weekdays or weekends is positively associated with academic performance especially for reading scores. These results contradicted previous literatures 1 , 13 , 19 , 27 that have reported negative correlation between electronic games and educational performance in high-school children. The results of this study were consistent with studies conducted in the USA, Europe and other countries that claimed a positive correlation between gaming and academic performance, especially in numeracy and reading skills 28 , 29 . This is may be due to the fact that the instructions for playing most of the electronic games are text-heavy and many electronic games require gamers to solve puzzles 9 , 30 . The literature also found that playing electronic games develops cognitive skills (e.g. mental rotation abilities, dexterity), which can be attributable to better academic achievement 31 , 32 .

Consistent with previous research findings 33 , 34 , 35 , 36 , the study also found that adolescents who had addiction tendency to internet usage and/or electronic gaming were less likely to achieve higher scores in reading and numeracy compared to those who had not problematic behaviour. Addiction tendency to Internet/gaming among adolescents was found to be negatively associated with overall academic performance compared to those who were not having addiction tendency, although the variables were not always statistically significant. This is mainly because adolescents’ skipped school and missed classes and tuitions, and provide less effort to do homework due to addictive internet usage and electronic gaming 19 , 35 . The results of this study indicated that parental monitoring and/ or self-regulation (by the users) regarding the timing and intensity of internet use/gaming are essential to outweigh any negative effect of internet use and gaming on academic performance.

Although the present study uses a large nationally representative sample and advances prior research on the academic performance among adolescents who reported using the internet and playing electronic games, the findings of this study also have some limitations that need to be addressed. Firstly, adolescents who reported on the internet use and electronic games relied on self-reported child data without any screening tests or any external validation and thus, results may be overestimated or underestimated. Second, the study primarily addresses the internet use and electronic games as distinct behaviours, as the YMM survey gathered information only on the amount of time spent on internet use and electronic gaming, and included only a few questions related to addiction due to resources and time constraints and did not provide enough information to medically diagnose internet/gaming addiction. Finally, the cross-sectional research design of the data outlawed evaluation of causality and temporality of the observed association of internet use and electronic gaming with the academic performance in adolescents.

This study found that the average time spent on the internet on weekends and electronic gaming (both in weekdays and weekends) is positively associated with academic performance (measured by NAPLAN) of Australian adolescents. However, it confirmed a negative association between addiction tendency (internet use or electronic gaming) and academic performance; nonetheless, most of the adolescents used the internet and played electronic games more than the recommended 2-h limit per day. The study also revealed that further research is required on the development and implementation of interventions aimed at improving parental monitoring and fostering users’ self-regulation to restrict the daily usage of the internet and/or electronic games.

Data description

Young minds matter (YMM) was an Australian nationwide cross-sectional survey, on children aged 4–17 years conducted in 2013–2014 37 . Out of the initial 76,606 households approached, a total of 6,310 parents/caregivers (eligible household response rate 55%) of 4–17 year-old children completed a structured questionnaire via face to face interview and 2967 children aged 11–17 years (eligible children response rate 89%) completed a computer-based self-reported questionnaire privately at home 37 .

Area based sampling was used for the survey. A total of 225 Statistical Area 1 (defined by Australian Bureau of Statistics) areas were selected based on the 2011 Census of Population and Housing. They were stratified by state/territory and by metropolitan versus non-metropolitan (rural/regional) to ensure proportional representation of geographic areas across Australia 38 . However, a small number of samples were excluded, based on most remote areas, homeless children, institutional care and children living in households where interviews could not be conducted in English. The details of the survey and methodology used in the survey can be found in Lawrence et al. 37 .

Following informed consent (both written and verbal) from the primary carers (parents/caregivers), information on the National Assessment Program—Literacy and Numeracy (NAPLAN) of the children and adolescents were also added to the YMM dataset. The YMM survey is ethically approved by the Human Research Ethics Committee of the University of Western Australia and by the Australian Government Department of Health. In addition, the authors of this study obtained a written approval from Australian Data Archive (ADA) Dataverse to access the YMM dataset. All the researches were done in accordance with relevant ADA Dataverse guidelines and policy/regulations in using YMM datasets.

Outcome variables

The NAPLAN, conducted annually since 2008, is a nationwide standardized test of academic performance for all Australian students in Years 3, 5, 7 and 9 to assess their skills in reading, writing numeracy, grammar and spelling 39 , 40 . NAPLAN scores from 2010 to 2015, reported by YMM, were used as outcome variables in the models; while NAPLAN data of 2008 (N = 4) and 2009 (N = 29) were excluded for this study in order to reduce the time lag between YMM survey and the NAPLAN test. The NAPLAN gives point-in-time standardized scores, which provide the scope to compare children’s academic performance over time 40 , 41 . The NAPLAN tests are one component of the evaluation and grading phase of each school, and do not substitute for the comprehensive, consistent evaluations provided by teachers on the performance of each student 39 , 41 . All four domains—reading, writing, numeracy and language conventions (grammar and spelling) are in continuous scales in the dataset. The scores are given based on a series of tests; details can be found in 42 . The current study uses only reading, writing and numeracy scores to measure academic performance.

In this study, the National standard score is a combination of three variables: whether the student meets the national standard in reading, writing and numeracy. Based on national average score, a binary outcome variable is also generated. One category is ‘below standard’ if a child scores at least one standard deviation (one below scores) from the national standard in reading, writing and numeracy, and the rest is ‘at/above standard’.

Independent variables

Internet use and electronic gaming.

In the YMM survey, owing to the scope of the survey itself, an extensive set of questions about internet usage and electronic gaming could not be included. Internet usage omitted the time spent in academic purposes and/or related activities. Playing electronic games included playing games on a gaming console (e.g. PlayStation, Xbox, or similar console ) online or using a computer, or mobile phone, or a handled device 12 . The primary independent covariates were average internet use per day and average electronic game-play in hours per day. A combination of hours on weekdays and weekends was separately used in the models. These variables were based on a self-assessed questionnaire where the youths were asked questions regarding daily time spent on the Internet and electronic game-play, specifically on either weekends or weekdays. Since, internet use/game-play for a maximum of 2 h/day is recommended for children and adolescents aged between 5 and 17 years in many developed countries including Australia 14 , 26 ; therefore, to be consistent with the recommended time we preferred to categorize both the time variables of internet use and gaming into three groups with an interval of 2 h each. Internet use was categorized into three groups: (a) ≤ 2 h), (b) 2–4 h, and (c) > 4 h. Similar questions were asked for game-play h. The sample distribution for electronic game-play was skewed; therefore, this variable was categorized into three groups: (a) no game-play (0 h), (b) 1–2 h, and (c) > 2 h.

Other covariates

Family structure and several sociodemographic variables were used in the models to adjust for the differences in individual characteristics, parental inputs and tastes, household characteristics and place of residence. Individual characteristics included age (continuous) and sex of the child (boys, girls) and addiction tendency to internet use and/or game-play of the adolescent. Addiction tendency to internet/game-play was a binary independent variable. It was a combination of five behavioural questions relating to: whether the respondent avoided eating/sleeping due to internet use or game-play; feels bothered when s/he cannot access internet or play electronic games; keeps using internet or playing electronic games even when s/he is not really interested; spends less time with family/friends or on school works due to internet use or game-play; and unsuccessfully tries to spend less time on the internet or playing electronic games. There were four options for each question: never/almost never; not very often; fairly often; and very often. A binary covariate was simulated, where if any four out of five behaviours were reported as for example, fairly often or very often, then it was considered that the respondent had addictive tendency.

Household characteristics included household income (low, medium, high), family type (original, step, blended, sole parent/primary carer, other) 43 and remoteness (major cities, inner regional, outer regional, remote/very remote). Parental inputs and taste included education of primary carer (bachelor, diploma, year 10/11), primary carer’s likelihood of serious mental illness (K6 score -likely; not likely); primary carer’s smoking status (no, yes); and risk of alcoholic related harm by the primary carer (risky, none).

Statistical analysis

Descriptive statistics of the sample and distributions of the outcome variables were initially assessed. Based on these distributions, the categorization of outcome variables was conducted, as mentioned above. For formal analysis, generalized linear regression models (GLMs) 44 were used, adjusting for the survey weights, which allowed for generalization of the findings. As NAPLAN scores of three areas—reading, writing and numeracy—were continuous variables, linear models were fitted to daily average internet time and electronic game play time. The scores were standardized (mean = 0, SD = 1) for model fitness. The binary logistic model was fitted for the dichotomized national standard outcome variable. Separate models were estimated for internet and electronic gaming on weekends and weekdays.

We estimated three different models, where models varied based on covariates used to adjust the GLMs. Model 1 was adjusted for common sociodemographic factors including age and sex of the child, household income, education of primary carer’s and family type 43 . However, the results of this model did not account for some unobserved household characteristics (e.g. taste, preferences) that are unobserved to the researcher and are arguably correlated with potential outcomes. The effects of unobserved characteristics were reduced by using a comprehensive set of observable characteristics 45 , 46 that were available in YMM data. The issue of unobserved characteristics was addressed by estimating two additional models that include variables by including household characteristics such as parental taste, preference and inputs, and child characteristics in the model. In addition to the variables in Model 1, Model 2 included remoteness, primary carer’s mental health status, smoking status and risk of alcoholic related harm by the primary carer. Model 3 further included internet/game addiction of the adolescent in addition to all the covariates in Model 2. Model 3 was expected to account for a child’s level of unobserved characteristics as the children who were addicted to internet/games were different from others. The model will further show how academic performance is affected by internet/game addiction. The correlation among the variables ‘internet/game addiction’ and ‘internet use’ and ‘gaming’ (during weekdays and weekends) were also assessed, and they were less than 0.5. Multicollinearity was assessed using the variance inflation factor (VIF), which was under 5 for all models, suggesting no multicollinearity 47 .

p value below the threshold of 0.05 was considered the threshold of significance. All analysis was conducted in R (version 3.6.1). R-package survey (version 3.37) was used for modelling which is suited for complex survey samples 48 .

Data availability

The authors declare that they do not have permission to share dataset. However, the datasets of Young Minds Matter (YMM) survey data is available at the Australian Data Archive (ADA) Dataverse on request ( https://doi.org/10.4225/87/LCVEU3 ).

Wang, C. -W., Chan, C. L., Mak, K. -K., Ho, S. -Y., Wong, P. W. & Ho, R. T. Prevalence and correlates of video and Internet gaming addiction among Hong Kong adolescents: a pilot study. Sci. World J . 2014 (2014).

Anderson, E. L., Steen, E. & Stavropoulos, V. Internet use and problematic internet use: a systematic review of longitudinal research trends in adolescence and emergent adulthood. Int. J. Adolesc. Youth 22 , 430–454 (2017).

Article   Google Scholar  

Oliveira, M. P. MTd. et al. Use of internet and electronic games by adolescents at high social risk. Trends Psychol. 25 , 1167–1183 (2017).

Google Scholar  

UNICEF. Children in a digital world. United Nations Children's Fund (UNICEF) (2017)

King, D. L. et al. The impact of prolonged violent video-gaming on adolescent sleep: an experimental study. J. Sleep Res. 22 , 137–143 (2013).

Byrne, J. & Burton, P. Children as Internet users: how can evidence better inform policy debate?. J. Cyber Policy. 2 , 39–52 (2017).

Council, O. Children, adolescents, and the media. Pediatrics 132 , 958 (2013).

Paulus, F. W., Ohmann, S., Von Gontard, A. & Popow, C. Internet gaming disorder in children and adolescents: a systematic review. Dev. Med. Child Neurol. 60 , 645–659 (2018).

Posso, A. Internet usage and educational outcomes among 15-year old Australian students. Int J Commun 10 , 26 (2016).

ABS. 8146.0—Household Use of Information Technology, Australia, 2016–2017 (2018).

Brand, J. E. Digital Australia 2018 (Interactive Games & Entertainment Association (IGEA), Eveleigh, 2017).

Rikkers, W., Lawrence, D., Hafekost, J. & Zubrick, S. R. Internet use and electronic gaming by children and adolescents with emotional and behavioural problems in Australia–results from the second Child and Adolescent Survey of Mental Health and Wellbeing. BMC Public Health 16 , 399 (2016).

Jackson, L. A., Von Eye, A., Witt, E. A., Zhao, Y. & Fitzgerald, H. E. A longitudinal study of the effects of Internet use and videogame playing on academic performance and the roles of gender, race and income in these relationships. Comput. Hum. Behav. 27 , 228–239 (2011).

Yu, M. & Baxter, J. Australian children’s screen time and participation in extracurricular activities. Ann. Stat. Rep. 2016 , 99 (2015).

Rainie, L. & Horrigan, J. A decade of adoption: How the Internet has woven itself into American life. Pew Internet and American Life Project . 25 (2005).

Drummond, A. & Sauer, J. D. Video-games do not negatively impact adolescent academic performance in science, mathematics or reading. PLoS ONE 9 , e87943 (2014).

Article   ADS   CAS   Google Scholar  

Green, L., Olafsson, K., Brady, D. & Smahel, D. Excessive Internet use among Australian children (2012).

Livingstone, S. EU kids online. The international encyclopedia of media literacy . 1–17 (2019).

Wright, J. The effects of video game play on academic performance. Mod. Psychol. Stud. 17 , 6 (2011).

Gentile, D. A., Lynch, P. J., Linder, J. R. & Walsh, D. A. The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. J. Adolesc. 27 , 5–22 (2004).

Rosenthal, R. & Jacobson, L. Pygmalion in the classroom. Urban Rev. 3 , 16–20 (1968).

Willoughby, T. A short-term longitudinal study of Internet and computer game use by adolescent boys and girls: prevalence, frequency of use, and psychosocial predictors. Dev. Psychol. 44 , 195 (2008).

Weis, R. & Cerankosky, B. C. Effects of video-game ownership on young boys’ academic and behavioral functioning: a randomized, controlled study. Psychol. Sci. 21 , 463–470 (2010).

Howell, D. C. The treatment of missing data. The Sage handbook of social science methodology . 208–224 (2007).

Terry, M. and Malik, A. Video gaming as a factor that affects academic performance in grade nine. Online Submission (2018).

Houghton, S. et al. Virtually impossible: limiting Australian children and adolescents daily screen based media use. BMC Public Health. 15 , 5 (2015).

Jackson, L. A., Von Eye, A., Fitzgerald, H. E., Witt, E. A. & Zhao, Y. Internet use, videogame playing and cell phone use as predictors of children’s body mass index (BMI), body weight, academic performance, and social and overall self-esteem. Comput. Hum. Behav. 27 , 599–604 (2011).

Bowers, A. J. & Berland, M. Does recreational computer use affect high school achievement?. Educ. Technol. Res. Dev. 61 , 51–69 (2013).

Wittwer, J. & Senkbeil, M. Is students’ computer use at home related to their mathematical performance at school?. Comput. Educ. 50 , 1558–1571 (2008).

Jackson, L. A. et al. Does home internet use influence the academic performance of low-income children?. Dev. Psychol. 42 , 429 (2006).

Barlett, C. P., Anderson, C. A. & Swing, E. L. Video game effects—confirmed, suspected, and speculative: a review of the evidence. Simul. Gaming 40 , 377–403 (2009).

Suziedelyte, A. Can video games affect children's cognitive and non-cognitive skills? UNSW Australian School of Business Research Paper (2012).

Chiu, S.-I., Lee, J.-Z. & Huang, D.-H. Video game addiction in children and teenagers in Taiwan. CyberPsychol. Behav. 7 , 571–581 (2004).

Skoric, M. M., Teo, L. L. C. & Neo, R. L. Children and video games: addiction, engagement, and scholastic achievement. Cyberpsychol. Behav. 12 , 567–572 (2009).

Leung, L. & Lee, P. S. Impact of internet literacy, internet addiction symptoms, and internet activities on academic performance. Soc. Sci. Comput. Rev. 30 , 403–418 (2012).

Xin, M. et al. Online activities, prevalence of Internet addiction and risk factors related to family and school among adolescents in China. Addict. Behav. Rep. 7 , 14–18 (2018).

PubMed   Google Scholar  

Lawrence, D., Johnson, S., Hafekost, J., et al. The mental health of children and adolescents: report on the second Australian child and adolescent survey of mental health and wellbeing (2015).

Hafekost, J. et al. Methodology of young minds matter: the second Australian child and adolescent survey of mental health and wellbeing. Aust. N. Z. J. Psychiatry 50 , 866–875 (2016).

Australian Curriculum ARAA. National Assessment Program Literacy and Numeracy: Achievement in Reading, Persuasive Writing, Language Conventions and Numeracy: National Report for 2011 . Australian Curriculum, Assessment and Reporting Authority (2011).

Daraganova, G., Edwards, B. & Sipthorp, M. Using National Assessment Program Literacy and Numeracy (NAPLAN) Data in the Longitudinal Study of Australian Children (LSAC) . Department of Families, Housing, Community Services and Indigenous Affairs (2013).

NAP. NAPLAN (2016).

Australian Curriculum ARAA. National report on schooling in Australia 2009. Ministerial Council for Education, Early Childhood Development and Youth… (2009).

Vu, X.-B.B., Biswas, R. K., Khanam, R. & Rahman, M. Mental health service use in Australia: the role of family structure and socio-economic status. Children Youth Serv. Rev. 93 , 378–389 (2018).

McCullagh, P. Generalized Linear Models (Routledge, Abingdon, 2019).

Book   Google Scholar  

Gregg, P., Washbrook, E., Propper, C. & Burgess, S. The effects of a mother’s return to work decision on child development in the UK. Econ. J. 115 , F48–F80 (2005).

Khanam, R. & Nghiem, S. Family income and child cognitive and noncognitive development in Australia: does money matter?. Demography 53 , 597–621 (2016).

Kutner, M. H., Nachtsheim, C. J., Neter, J. & Li, W. Applied Linear Statistical Models (McGraw-Hill Irwin, New York, 2005).

Lumley T. Package ‘survey’. 3 , 30–33 (2015).

Download references

Acknowledgements

The authors would like to thank the University of Western Australia, Roy Morgan Research, the Australian Government Department of Health for conducting the survey, and the Australian Data Archive for giving access to the YMM survey dataset. The authors also would like to thank Dr Barbara Harmes for proofreading the manuscript.

This research did not receive any specific Grant from funding agencies in the public, commercial, or not-for-profit sectors.

Author information

Authors and affiliations.

Centre for Health Research and School of Commerce, University of Southern Queensland, Workstation 15, Room T450, Block T, Toowoomba, QLD, 4350, Australia

Md Irteja Islam & Rasheda Khanam

Maternal and Child Health Division, International Centre for Diarrhoeal Disease Research, Bangladesh (icddr,b), Mohakhali, Dhaka, 1212, Bangladesh

Md Irteja Islam

Transport and Road Safety (TARS) Research Centre, School of Aviation, University of New South Wales, Sydney, NSW, 2052, Australia

Raaj Kishore Biswas

You can also search for this author in PubMed   Google Scholar

Contributions

M.I.I.: Methodology, Validation, Visualization, Investigation, Writing—Original draft preparation, Writing—Reviewing and Editing. R.K.B.: Methodology, Software, Data curation, Formal Analysis, Writing—Original draft preparation. R.K.: Conceptualization, Methodology, Supervision, Writing- Reviewing and Editing.

Corresponding author

Correspondence to Md Irteja Islam .

Ethics declarations

Competing interests.

The authors declare no competing interests.

Additional information

Publisher's note.

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Rights and permissions

Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ .

Reprints and permissions

About this article

Cite this article.

Islam, M.I., Biswas, R.K. & Khanam, R. Effect of internet use and electronic game-play on academic performance of Australian children. Sci Rep 10 , 21727 (2020). https://doi.org/10.1038/s41598-020-78916-9

Download citation

Received : 28 August 2020

Accepted : 02 December 2020

Published : 10 December 2020

DOI : https://doi.org/10.1038/s41598-020-78916-9

Share this article

Anyone you share the following link with will be able to read this content:

Sorry, a shareable link is not currently available for this article.

Provided by the Springer Nature SharedIt content-sharing initiative

This article is cited by

I want to play a game: examining sex differences in the effects of pathological gaming, academic self-efficacy, and academic initiative on academic performance in adolescence.

  • Sara Madeleine Kristensen
  • Magnus Jørgensen

Education and Information Technologies (2024)

Measurement Invariance of the Lemmens Internet Gaming Disorder Scale-9 Across Age, Gender, and Respondents

  • Iulia Maria Coșa
  • Anca Dobrean
  • Robert Balazsi

Psychiatric Quarterly (2024)

Academic and Social Behaviour Profile of the Primary School Students who Possess and Play Video Games

  • E. Vázquez-Cano
  • J. M. Ramírez-Hurtado
  • C. Pascual-Moscoso

Child Indicators Research (2023)

By submitting a comment you agree to abide by our Terms and Community Guidelines . If you find something abusive or that does not comply with our terms or guidelines please flag it as inappropriate.

Quick links

  • Explore articles by subject
  • Guide to authors
  • Editorial policies

Sign up for the Nature Briefing newsletter — what matters in science, free to your inbox daily.

effects of computer addiction to students research paper

Advertisement

Advertisement

Current Research and Viewpoints on Internet Addiction in Adolescents

  • Adolescent Medicine (M Goldstein, Section Editor)
  • Published: 09 January 2021
  • Volume 9 , pages 1–10, ( 2021 )

Cite this article

effects of computer addiction to students research paper

  • David S. Bickham   ORCID: orcid.org/0000-0002-2139-6804 1  

21k Accesses

51 Citations

71 Altmetric

11 Mentions

Explore all metrics

Purpose of Review

This review describes recent research findings and contemporary viewpoints regarding internet addiction in adolescents including its nomenclature, prevalence, potential determinants, comorbid disorders, and treatment.

Recent Findings

Prevalence studies show findings that are disparate by location and vary widely by definitions being used. Impulsivity, aggression, and neuroticism potentially predispose youth to internet addiction. Cognitive behavioral therapy and medications that treat commonly co-occurring mental health problems including depression and ADHD hold considerable clinical promise for internet addiction.

The inclusion of internet gaming disorder in the DSM-5 and the ICD-11 has prompted considerable work demonstrating the validity of these diagnostic approaches. However, there is also a movement for a conceptualization of the disorder that captures a broader range of media-use behaviors beyond only gaming. Efforts to resolve these approaches are necessary in order to standardize definitions and clinical approaches. Future work should focus on clinical investigations of treatments, especially in the USA, and longitudinal studies of the disorder’s etiology.

Similar content being viewed by others

effects of computer addiction to students research paper

Which Are the Optimal Screening Tools for Internet Use Disorder in Children and Adolescents? A Systematic Review of Psychometric Evidence

effects of computer addiction to students research paper

Internet Gaming Disorder and Addictive Behaviors Online

effects of computer addiction to students research paper

Behavioral Addictions: Some Developmental Considerations

Avoid common mistakes on your manuscript.

Introduction

Every day we carry with us a tool that provides unlimited social, creative, and entertainment possibilities. Activities facilitated by our smartphones have always been central to the developmental goals of adolescents—as young people move toward their peers as their primary social support system, their phones provide constant connection to their friends as well as access to the popular media that often defines and shapes youth culture. Considering young people’s continued use of more venerable forms of entertainment screen media (e.g., television, video games, computers), it is not surprising that adolescents spend more time using media than they do sleeping or in school—an average of 7 h 22 min a day [ 1 ]. While the majority of young media users adequately integrate it into their otherwise rich lives, an undeniable subset suffers from what has been termed by some as internet addiction [ 2 ] but, as discussed below, has been referred to by many different names. While overuse of technology and its impact has been of concern since the days of television, the constantly changing media landscape as well as advances in our understanding of the issue requires regular updates of what is known. The purpose of this review is to provide an understanding of this issue grounded in the established evidence of the field but primarily informed by work published between 2015 and 2020 and, in doing so, address the following questions: What is internet addiction and is this the best term for the problem? What is its prevalence among adolescents around the world? What individual characteristics predispose young people to internet addiction and what are the common comorbidities? And, finally, what treatment strategies are being use and which have been found to be effective?

Defining the Issue

To answer any of these questions, first we must define the problem at hand. Unfortunately, this is a difficult task as recent publications use a wide variety of terms to reference this problem. Video game addiction, problematic internet use, problematic internet gaming, internet addiction, problematic video gaming, and numerous other terms have been used to identify this problem in the last 5 years. Such terms all have limitations. Focusing on a specific behavior, such as internet gaming, does not capture the variety of media use problems experienced by young people. Even the term “internet” may not be especially precise or consistent in meaning as online functionality is now seamless and permeates all activities on a phone, computer, tablet, game system, or television. In order to focus the nomenclature on the variety of behaviors that cross devices and avoid the term addiction which may unnecessarily stigmatize game players and impede their seeking help, my colleagues and I have suggested the use of the term problematic interactive media use (PIMU) [ 3 , 4 , 5 , 6 ]. The term PIMU attempts to capture the broad spectrum of potential media use behaviors seen in clinical settings including gaming, information seeking, pornography use, and social media use without naming a specific behavior or type of media which could position the term for obsolescence [ 3 •].

A Focus on Gaming

Another approach to defining this issue has been to focus on internet games as they are seen as having unique features and elevated harm through excessive use [ 7 ]. In 2013 the American Psychiatric Association described internet gaming disorder (IGD) in its updated Diagnostic and Statistical Manual of Mental Disorders (DSM-5) as a condition needing further research in order to classify as a unique mental disorder [ 8 ]. The proposed clinical diagnosis of IGD includes persistent use of the internet to play games with associated distress or life impairment as well as endorsement of at least 5 of 9 symptoms including preoccupation with games, increased need to spend more time gaming, inability to reduce game time, lying to others about the amount of gaming, and using gaming to reduce negative mood [ 8 ]. Following suit, the World Health Organization included gaming disorder (GD) in its 11th revision of the International Classification of Diseases (ICD-11) [ 9 ]. These two diagnostic approaches both characterize problematic gaming as repetitive, persistent, lasting at least a year, and resulting in significant impairments of daily life [ 10 ]. While there is considerable overlap in the identified clinical symptoms (e.g., loss of control over gaming and continued use of gaming even when after negative consequences), the GD diagnosis does seem to focus on more severe levels of problematic use and worse functional impairment [ 10 ]. The inclusion of IGD and GD in these major diagnostic manuals have been seen as an opportunity for unification in the field around the conceptualization, and measurement of problematic gaming and resulting discussions have, to some extent, indicated increasing agreement [ 7 ].

However, in the years following the definition of IGD, numerous authors took umbrage with these diagnostic criteria pointing out limitations of the defined symptoms and calling into question the idea that there is consensus in the field around this diagnosis [ 11 ••]. For example, preoccupation with gaming, they argue, could represent a form of engagement similar to other types of engrossing activities rather than something pathological [ 11 ••]. Similarly, using gaming to avoid adverse moods is unlikely to differentiate problematic from casual gamers. The use of the term “internet” in the name of the condition was also met with resistance considering that it assumes that video games accessed through the internet are different from other video games in terms of their addictive qualities [ 11 ••]. Some argue that the field is lacking the unified definitions and extensive, foundational research necessary that must precede a diagnosis [ 12 ]. Finally, by focusing on gaming, IGD does not account for other potentially addictive online behaviors. There appears, however, not to be an easy solution to this concern. A broader conceptualization of the disorder has been seen as too general by some, but it seems untenable to create new diagnostic criteria for each specific online behavior. This complexity is evident even within the APA’s description of IGD when the manual states that “Internet gaming disorder” is “also commonly referred to as Internet use disorder, Internet addiction, or gaming addiction [ 8 ].”

Scales and Assessment

Building effective igd scales.

As evidence that much of the field is accepting IGD as a unifying conceptualization of problematic media use, numerous clinicians and scientist have investigated the DSM-5 criteria by designing and testing new scales or applying existing scales to this new framework. Some early testing utilized an interview procedure to confirm a 5-symptom cutoff for IGD, although a cutoff of 4 was adequate for differentiating between those suffering from IGD and healthy controls [ 13 ]. Scales such as the Internet Gaming Disorder Scale and its short form as well as the Internet Gaming Disorder Test (IGDT-10) have been designed and tested demonstrating that fairly short (e.g., 9 or 10 items) assessments can demonstrate strong psychometric properties, support the defined cutoff of 5 symptoms, and successfully measure a single construct [ 14 , 15 , 16 , 17 ]. Testing has been done on other assessment tools that are aligned with the IGD criteria including the Clinical Video Game Addiction Test which provided further support for the 5-item cutoff diagnosis [ 18 ] and the Chen Internet Addiction Scale—Gaming Version which identified its own cutoff [ 19 ]. This abundance of screeners and other instruments demonstrates how, as a result of the inclusion of IGD in the DSM-5, researchers and clinicians have access to numerous well-designed and tested assessments for problematic game play. On the other hand, the profusion of scales may also indicate that the field is still far from one regularly stated goal: a universal and standardized measurement tool.

Internet Addiction Scales

To further expand the assessment landscape, researchers and clinicians who prefer a broader conceptualization of this disorder, one more aligned with internet addiction rather than gaming disorder, have also created scales for research and clinical settings. The Chen Internet Addiction Scale is one of the earliest and most utilized scales [ 20 ]. Developed by applying established concepts from substance abuse and impulse control, it and its revised form have established internal reliability and criterion validity [ 21 ]. The designers of the 20-item Internet Addiction Test (IAT) used the criteria for pathological gambling as the basis of the test and designed it specifically to differentiate between casual and compulsive internet users [ 2 ]. The IAT has high internal reliability [ 22 ], a consistent factor structure across age categories [ 23 ], and is associated with expected comorbidities including depression [ 22 ] and attention-deficit disorders [ 24 ]. The 18-item Problematic and Risky Internet Use Screening Scale (PRIUSS) has three subscales—social consequences, emotional consequences, and risky/impulsive internet use—and a 3-item version was created that used one question from each subscale [ 25 , 26 ]. The strong psychometric properties of both versions of this scale are indicative of their value as tools for identifying adolescents and young adults struggling with their technology use.

Much like the measures of IGD, these internet addiction scales are more similar than dissimilar. They all assess a diverse array of experiences and consequences related to PIMU including its impact on social relationships, sleep, and aspects of mental health. In fact, some items from the different scales are almost identical. For example, the IAT asks, “Do you choose to spend more time online over going out with others?” the PRIUSS asks, “Do you choose to socialize online instead of in person?” and the CIAS asks how much this statement matches your experiences: “I find myself going online instead of spending time with friends.” The scales share an overall approach of asking about internet use in general rather than about specific online activities. While this allows the instruments to focus on the impulsive and risky aspects of internet use in general, it requires young people to differentiate between online and offline activities, a distinction that may no longer be relevant. Scales using this approach should continually be tested and revised as technology develops.

Considering the similarities of the scales, a researcher or clinician would likely be well served by any of them. However, even though the IAT and the CIAS both have identified diagnostic cutoffs, the availability of a 3-item pre-screener for the PRIUSS makes this instrument especially useful for inclusion in a battery of in-office measures. The PRIUSS does, however, require the adolescent or young adult patient to endorse behaviors that are worded in such a way that might activate feelings of judgment or reactance. For example, the question “Do you neglect your responsibilities because of the internet?” puts the onus directly on the user with little room for rationalizing an external cause. That said, the consistently high performance of this scale indicates the set of questions as a whole are successful at classifying problematic internet users.

Because the field lacks standardized language, reporting on the current prevalence of this issue requires the use of work that employs different definitions. However, the similarities across measures likely result in reasonably comparable prevalence rates. In a systematic review focusing on problematic gaming, reported rates varied from 0.6 (in Norway) to 50% (in Korea) with a median prevalence rate of 5.5% across all included studies and 2.0% for population-based studies [ 27 ]. A meta-analyses using data across multiple decades found a pooled prevalence of 4.6% with a range of .6 to 19.9% with higher frequencies in studies performed in the 1990s (12.1%), those with samples under 1000 (8.6%), those that utilized concepts based of psychological gambling (9.5%), and those performed in Asia (9.9%) and North America (9.4%) [ 28 ••].

Recent studies reinforce the variability of prevalence in different regions of the world. In a study of 7 European countries with a representative sample of 12,938, the prevalence of IGD was 1.6% with 5.1% being considered “at-risk” for IGD with little variation among countries [ 29 ]. In studies of individual countries, prevalence of IGD in Germany ranged from 1.16 [ 30 ] to 3.5% [ 31 ]. In Italy, 12.1% were classified as having problematic use and .4% as having internet addiction [ 32 ].

Countries in Asia showed similar disparities. In a review of 38 studies from countries defined by the authors as Southeast Asia (with most being from India), prevalence of internet addiction ranged from 0 to 47.4% [ 33 ]. Among middle and high school students in Japan, prevalence was 7.9% for problematic internet use and 15.9% for adaptive internet use, a lower cutoff of the diagnostic questionnaire [ 34 ]. In rural Thailand, 5.4% reached the cutoff for IGD [ 35 ], and in Taiwan 3.1% met that threshold [ 17 ]. Among 2666 urban middle school children in China, prevalence of IGD was 13.0% [ 36 ]. Finally, in rural South Korea, the prevalence of PIU was 21.6% among a sample of 1168 13- to 18-year-olds [ 37 ].

With such disparate findings from around the world, it seems that PIMU prevalence varies considerably from county to country and region to region. While this may be the case, summary findings from two large reviews do have similar final estimates—5.5% [ 27 ] and 4.6% [ 28 •• ]. This rate is also similar to the prevalence of youth “at-risk” for IGD across Europe (5.1%) [ 29 ] and for full IGD in rural Thailand (5.4%) [ 35 ]. While far from definitive, 5% might be our strongest general prevalence estimate given the evidence. There are some sample and study characteristics that seem to result in a higher prevalence. Unsurprisingly, rates are higher when less restrictive definitions of the disorder are used. There is also some evidence that rates are lower in Europe and higher in North America and Asia, but these results were not universal. If we accept a prevalence of approximately 5% in the USA, that would translate to approximately 1.5 million adolescents experiencing significant life consequences as a result of their struggles with digital technology. Understanding who is most at risk and how best to treat this problem is essential for comprehensive, contemporary adolescent medicine.

Potential Determinants of PIMU

Individual characteristics, demographic features, and psychosocial traits have all been identified as possible determinants of PIMU. Perhaps the most widely documented risk factor is being male. Prevalence among boys and young men has been found to be 2 [ 38 ], 3 [ 28 ••], or even 5 [ 27 ] times higher than among girls and young women. Throughout early adolescence PIMU increases with age, but peaks around 15–16 [ 39 ]. Indicators of lower socioeconomic status including less maternal education and a single parent household have been shown to increase the risk for PIMU [ 36 ].

Family Functioning

Young people’s family functioning also seems to play a role in their development of PIMU. Risk factors seem to include lower levels of family cohesion, more family conflict, and poorer family relationships [ 40 ]. The most frequent finding in a recent systematic review was that a worse parent-child relationship was associated with more problematic gaming [ 41 ]. Less time with parents, less affection from parents, more hostility from parents, and lower quality parenting were all family characteristics potentially indicated in the development of gaming problems [ 41 ]. Game play and other online social activities may serve as solace from difficult family lives as adolescents seeking treatment for gaming addiction report that they are motived to play in part by escapism and the draw of virtual friendships [ 42 ]. At the other end of the spectrum, positive parent-child relationships may be protective against the development of problematic gaming [ 41 ]. Additionally, parental monitoring of adolescents’ internet use can also reduce PIMU which, in turn, improves parent-child relationships [ 43 ]. Parents, it seems, have some prevention tools available to them which could improve their family functioning overall. Fathers appear to have a particularly influential role as their relationships with adolescents has been shown to be especially protective [ 41 , 43 ].

Personality Traits

Certain individual personality traits appear to be common among adolescents with media use issues potentially indicating that young people with these traits are predisposed to develop PIMU. PIMU sufferers regularly demonstrate limitations in areas related to self-control including higher levels of impulsivity. In two studies examining problematic smartphone use, one identified dysfunctional impulsivity and low self-control as two key risk factors [ 44 ] and the other found impulsivity to predict this behavior in their female participants [ 45 ]. Patients diagnosed with IGD also demonstrated higher levels of impulsivity than healthy controls [ 46 ]. A systematic review of research examining the personality traits predictive of IGD concludes that impulsivity plays a role in IGD and that certain aspects of this trait, such as high levels of urgency, are especially potent risk factors. [ 47 •].

In addition to impulsivity, behavior traits related to aggression and hostility are common among adolescents with media use problems. Aggressive tendencies were identified as a predictor of IGD by multiple studies in a recent review of the research [ 47 •]. In a large European survey study, adolescents who reported IGD had higher scores on rule-breaking and aggressive behaviors scales [ 29 ]. While it may seem that aggression findings are simply indicative of the observed gender differences, models that include gender as well as other traits that predict PIMU found that hostility was independently associated with problematic smartphone use [ 48 ] and conduct problems were predictive of problematic internet use [ 49 ].

Neuroticism, the tendency to feel nervous and to worry, has been identified as a potential predisposing factor for PIMU. Using the Big Five model of personality to investigate commonalities among young people with IGD, the authors of a recent review highlighted multiple studies linking neuroticism with PIMU and concluded that this work demonstrates a clear and consistent link [ 47 •]. Some of the strongest evidence comes from clinical samples in which young people seeking care for IGD showed higher levels of neuroticism than healthy controls [ 50 ]. Additionally, neuroticism may be an important trait that differentiates game players who have problematic use versus those who are simply heavily engaged with the games [ 51 ] perhaps in part because the control provided by video games is especially appealing to those with neurotic tendencies [ 50 ]. Neuroticism is a common element of internalizing mood disorders including anxiety and depression [ 52 ], which, as described below, are frequently comorbid with PIMU.

While it is clear that some traits are common among PIMU sufferers (and there are others not covered above), we must stop short of claiming a defining personality profile. Young people experiencing PIMU are likely to have as much diversity as they do similarity in their psychological and personality characteristics. Some of the most conclusive findings originate from clinical samples, but, because of limited specialized care opportunities, this work has been almost entirely conducted outside of the USA. Seeing as culture plays an important role in the development of personality, investigations are necessary to determine if our current knowledge is generalizable to the USA.

Neurobiology and Brain Function

Apart from individual characteristics and family functioning, there appear to be some neurobiological dysfunction that may characterize PIMU sufferers. Working from models based on the brain functioning in gambling and substance use addicts, researchers have looked for similarities with these disorders. Sussman and colleagues call attention to the viewpoint that people are not actually addicted to a substance or a behavior itself but rather to the brain’s response to the drug or activity [ 53 ••]. This perspective opens the door for digital entertainment obsession to be compared to substance use and gambling disorder. Video games and certain types of internet use have been shown to release dopamine at a rapid rate leading to immediate gratification and the potential for a repetitive response that can include compulsive behaviors and increased tolerance [ 53 ••]. In a simultaneous test of reward processing and inhibitory control, both behavioral and electroencephalography findings indicate adolescents with IGD demonstrate irregularities in both systems [ 54 • ]. Additionally, fMRI studies have documented neurobiological explanations for dysregulated reward processing, diminished impulse control, and other behavioral and cognitive patterns in IGD sufferers that are similar to those from people with gambling disorders [ 55 ]. Imaging studies have demonstrated that the brains of adolescents with internet addiction share at least one structural abnormality with brains of those with substance use disorder, namely, reduced thickness in the orbitofrontal cortex [ 56 ]. The evidence at hand seems to indicate that PIMU shares similarities in neural functioning and potentially some brain structures with other compulsive behaviors as well as substance use. However, there are still many fewer neuroimaging studies of PIMU sufferers than of substance users, and many of the existing studies are hindered by small, heterogeneous samples and lack of attention to comorbid conditions [ 55 ].

The observed similarities between PIMU and substance use disorder do not necessarily signify that compulsive technology use should be characterized as a behavioral addiction. In fact, there are strong reasons to consider other conceptualizations for this set of behaviors. Excessive use may be indicative of maladaptive coping [ 57 ] or the manifestation of existing self-regulatory problems [ 58 •]. Rather than being a novel disorder, PIMU behaviors may be symptoms of existing psychiatric problems being expressed within the digital environment [ 3 •]. If these underlying disorders are appropriate explanations for these behaviors, then, some argue, we should not classify the set of symptoms as a behavioral addiction [ 59 ]. Furthermore, there is limited evidence that stopping use results in serious withdrawal symptoms which is a key factor in some diagnostic tools [ 60 ].The term addiction may also convey a sense of stigma and potentially interfere with one’s likelihood for seeking help or leading to incorrect treatment [ 3 , 61 ]. A consistent set of observed, troublesome, comorbid disorders may support the possibility that existing problems drive problematic media use rather than the behavior indicating a uniquely diagnosable behavioral addiction.

Comorbidities

A core set of mental health problems comorbid with PIMU have been identified and include depression, attention deficit hyperactivity disorder (ADHD), anxiety, and autism [ 62 •]. As most of the research in this area is cross-sectional, the exact explanation for the association between PIMU and these other disorders is unknown and could include a one directional relationship (in either direction), a bi-directional relationship, or a common factor causing both issues [ 62 •]. Bearing in mind the complex etiology of these severe mental health issues, PIMU may very well arise from pre-existing mental health problems. The behaviors and environment afforded by excessive game play and internet use may also exacerbate certain symptoms of these disorders. The associations likely differ by unique co-occurring disorder as well as by the specific behaviors evident in an individual’s experience of PIMU. Longitudinal representative research along with additional clinical investigations examining different presentations of PIMU (especially using samples from the USA) is needed to fully understand this relationship.

Depression and Anxiety

Regardless of the specifics of the relationships, identifying the most common mental health issues that are comorbid with PIMU can help illuminate the disorder. Depression is consistently found to be predictive of problematic video game, internet, and smartphone use [ 63 , 64 , 65 ]. In a study comparing multiple predictors of the Internet Addiction Scale, level of depression had the strongest association even when considering demographics, personality traits, and future time perspective (i.e., the ability to envision and pursue future goals) [ 22 ]. Considering anxiety is closely related to depression, it is not surprising that it too has been shown to be linked to PIMU. Young people’s use of technology to cope with depression and anxiety likely explains at least some of these observed relationships, but a reciprocal relationship between PIMU and depression or anxiety is likely most realistic [ 64 , 66 ].

Seeing as impulsivity is a common trait of adolescents suffering from PIMU, it follows that ADHD is one of its most common comorbidities. In a recent review, 87% of the included studies found significant relationships between ADHD symptoms and PIMU [ 62 •]. Findings from a meta-analysis align with these results with studies consistently showing that PIMU is present at higher rates among those with ADHD from those without [ 67 ]. Furthermore, adolescents with ADHD show more severe symptoms of PIMU and are less likely to respond to treatment [ 67 , 68 ]. Ease of boredom, poor self-control, and other typical symptoms of ADHD are likely driving this association [ 67 ].

PIMU was shown to be prevalence in 45.5% of a small clinical sample of youth with Autism Spectrum Disorder (ASD) [ 69 ]. Youth with ASD have higher levels of compulsive internet use and video game play compared to healthy peers [ 70 ]. Online communication platforms especially those that occur within the well-defined ruleset of multiplayer games may be seen as less threatening and thereby particularly attractive to youth with ASD who desire connection but tend to lack well-developed social skills [ 4 ]. The coexistence of ADHD and ASD is an especially predictive combination with PIMU observed in 12.5% of patients with ADHD, 10.8% of those with ASD, and 20.0% of those with both disorders [ 71 ].

For clinicians hoping to better discriminate between adolescents who are heavily engaged with screen media and those who are experiencing problematic use, it is likely effective to attend carefully to young people with mental health issues commonly comorbid to PIMU. To inform on this effort, my colleagues and I have proposed the acronym A-SAD (ADHD, social anxiety, ASD,depression) to remember these key disorders [ 5 •]. While this suggestion is consistent with current evidence, research testing this approach is still necessary in order to understand its overall effectiveness in clinical settings.

Even though there is continued debate about the nomenclature around this issue and the appropriateness of labeling the problem an addiction or its own mental health diagnosis, adolescents around the world are seeking treatment to overcome their disordered media use and its consequences. As of yet, there is not an agreed upon approach for treating PIMU resulting in resourceful and skilled clinicians applying and adapting multiple approaches known to be effective to similar issues to this newer problem. For many years, there were few systematic investigations of these treatments, but recently the number of clinical trials has increased.

Cognitive Behavioral Therapy

With rigorous research in this field becoming more common, a recent review was able to rely more heavily on randomized clinical trials in reaching its conclusions [ 72 •]. This work identified 3 treatment possibilities as most heavily researched—cognitive behavioral therapy (CBT), pharmacological, and group/family therapies—however, approaches in all three were only classified as experimental [ 72 •]. CBT seeks to change problematic thought patterns and their resulting behaviors especially in terms of coping with psychological problems in healthy, direct ways. The approach of using CBT to address the cognitions of problematic users was proposed almost two decades ago and has been applied and adjusted to numerous populations and settings [ 73 ]. In a prototypical study, patients identified as having internet addiction and a comorbid disorder received CBT for 10 sessions and showed improvement in both internet use and anxiety [ 74 •]. Pooled effect sizes from studies of this treatment have demonstrated that overall, CBT is successful at reducing symptoms of depression and of IGD and slightly less so for anxiety [ 75 ••]. Although there is less evidence for CBT’s effectiveness at reducing game play, such a goal is less central as gaming is not inherently problematic [ 75 ••]. Dialectical behavior therapy, which is based on CBT but addresses emotions along with thoughts and behaviors, has also been applied to PIMU and seems to offer promise for future treatment [ 6 ].

Pharmacological Treatment

Other treatments including pharmacological and group and family therapies have not been the subject of as many research investigations as CBT, but findings from these areas do show encouraging effects. The general approach of pharmacological treatment has been to use medications to treat comorbid conditions or underlying pathologies of PIMU including depression [ 76 ], ADHD [ 77 ], obsessive-compulsive disorder (OCD) [ 78 ], and others. In an exemplar RCT of 114 adolescents and adults with IGD, the effectiveness of two antidepressants (escitalopram and bupropion) were investigated [ 79 ••]. Both were effective at reducing IGD, but bupropion also improved impulsivity, inattention, and mood problems which is consistent with its reported use as a treatment for ADHD [ 79 ••]. Following a similar protocol, researchers compared the effectiveness of two ADHD medications, a stimulant (methylphenidate) and non-stimulant (atomoxetine), on symptoms of both ADHD and IGD [ 80 ]. Both medications successfully reduced symptoms of IGD seemingly through their ability to regulate impulsivity [ 80 ]. Other studies reveal similar effects resulting in an overall conclusion that a pharmacological approach can be successful in reducing symptoms of both PIMU and comorbid disorders [ 81 ].

Group and Family Therapies

Group and family therapies are also being used to address PIMU. While group-based interventions that are 8-weeks or longer and include 9–12 people appear most effective [ 82 ], these approaches vary greatly making it difficult to determine which other aspects of the approach contribute to any observed successes. A systematic review describes four studies using single-family groups, multi-family groups, and school-based groups and implementing CBT-based approaches, novel psychotherapy approaches designed specifically for PIMU sufferers, and traditional family therapy approaches [ 81 ]. Group interventions have also been designed to prevent PIMU among adolescents although the effectiveness of this approach is still unknown [ 83 ]. Investigations of these treatments do show some promise. For example, a study of using multi-family group therapy found 20 out of 21 adolescent participants were no longer considered addicted to the internet following the six, 2-h sessions [ 84 ]. While the approach as a whole is based on strategies known to be effective in substance use and other adolescent problems, the heterogeneity of the therapies makes it difficult to draw any final conclusions.

There has been much advancement in identifying and treating PIMU over the last 5 years. The inclusion of IGD in the DSM-5 and of GD in the WHO’s ICD-11 has been the impetus for a growing consensus around terminology and approach. Considerable research has demonstrated that IGD can be assessed reliably and that the defined cutoffs effectively differentiate between those with and without the disorder. However, a large debate continues about whether the terminology and subsequent conceptual and clinical approaches should be based on a specific activity or broader set of behaviors. A framework that describes and addresses a multitude of behaviors that share certain determinants, comorbidities, and expressions can avoid the unsustainable situation of developing a new term and tactic for every problematic media behavior.

Additional research is necessary to more fully develop our clinical understanding and treatment approach to PIMU. Foundational, longitudinal work would help disentangle the direction of association between mental health problems and PIMU, and clinical investigations could continue to determine how therapy and medication can most effectively treat the condition. Clinical work investigating patient samples from the USA are very rare and are necessary to build awareness and increase resources available to treat the problem. Additionally, new research should explore the impact of the COVID-19 pandemic on PIMU. As screens have been relied upon for essential purposes including education, communication, and social connectedness, use has inevitably risen, and youth previously balancing media use and other activities may find themselves struggling. While our knowledge has grown substantially in this area, there are still questions that need to be answered before we can effectively treat this modern facet of adolescent health.

Papers of particular interest, published recently, have been highlighted as: • Of importance •• Of major importance

Rideout VJ, Robb MB. The common sense census: media use by tweens and teens. San Francisco, CA: Common Sense Media; 2019.

Google Scholar  

Young KS. Internet addiction: the emergence of a new clinical disorder. CyberPsychology Behav. 1998;1:237–44.

Article   Google Scholar  

Rich M, Tsappis M, Kavanaugh JR. Problematic interactive media use among children and adolescents: addiction, compulsion, or syndrome? In: Internet addiction in children and adolescents: risk factors, assessment, and treatment. New York, NY, US: Springer Publishing Company; 2017. page 3–28. The chapter in which the term Problematic Interactive Media Use (PIMU) is presented .

Pluhar E, Kavanaugh JR, Levinson JA, Rich M. Problematic interactive media use in teens: comorbidities, assessment, and treatment. Psychol Res Behav Manag. 2019;12:447–55.

Article   PubMed   PubMed Central   Google Scholar  

Nereim C, Bickham D, Rich M. A primary care pediatrician’s guide to assessing problematic interactive media use. Curr. Opin. Pediatr. 2019;31. A summary specifically for clinicians in which the acronym A-SAD is presented as a tool for recalling mental health problems that frequently co-occur with PIMU .

Pluhar E, Jhe G, Tsappis M, Bickham D, Rich M. Adapting dialectical behavior therapy for treating problematic interactive media use. J Psychiatr Pr. 2020;26:63–70.

Petry NM, Rehbein F, Gentile DA, Lemmens JS, Rumpf H-J, Mößle T, et al. An international consensus for assessing internet gaming disorder using the new DSM-5 approach. Addiction. 2014;109:1399–406.

Article   PubMed   Google Scholar  

American Psychiatric Association. Diagnostic and statistical manual of mental disorders. 5th ed. Arlington, VA: American Psychiatric Association; 2013.

Book   Google Scholar  

World Health Organization. International classification of diseases for mortality and morbidity statistics. 11th ed. Geneva, Switzerland: World Health Organization; 2018.

Jo YS, Bhang SY, Choi JS, Lee HK, Lee SY, Kweon Y-S. Clinical characteristics of diagnosis for internet gaming disorder: comparison of DSM-5 IGD and ICD-11 GD diagnosis. J Clin Med. 2019;8.

Kuss DJ, Griffiths MD, Pontes HM. Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder: Issues, concerns, and recommendations for clarity in the field. J Behav Addict 2017;6:103–9. A key piece critiquing the diagnostic criteria included for Internet Gaming Disorder in the DSM-5.

Van Rooij AJ, Kardefelt-Winther D. Lost in the chaos: flawed literature should not generate new disorders. J Behav Addict. 2017;6:128–32.

Ko C-H, Yen C-F, Yen C-N, Yen J-Y, Chen C-C, Chen S-H. Screening for internet addiction: an empirical study on cut-off points for the Chen internet addiction scale. Kaohsiung J Med Sci. 2005;21:545–51.

Lemmens JS, Valkenburg PM, Gentile DA. The internet gaming disorder scale. Psychol Assess. 2015;27:567–82.

Pontes HM, Griffiths MD. Measuring DSM-5 internet gaming disorder: development and validation of a short psychometric scale. Comput Human Behav. 2015;45:137–43.

Kiraly O, Sleczka P, Pontes HM, Urban R, Griffiths MD, Demetrovics Z. Validation of the ten-item internet gaming disorder test (IGDT-10) and evaluation of the nine DSM-5 internet gaming disorder criteria. Addict Behav. 2017;64:253–60.

Chiu YC, Pan YC, Lin YH. Chinese adaptation of the ten-item internet gaming disorder test and prevalence estimate of internet gaming disorder among adolescents in Taiwan. J Behav Addict. 2018;7:719–26.

van Rooij AJ, Schoenmakers TM, Van de Mheen D. Clinical validation of the C-VAT 2.0 assessment tool for gaming disorder: a sensitivity analysis of the proposed DSM-5 criteria and the clinical characteristics of young patients with “video game addiction.” Addict Behav 2017;64:269–274

Ko CH, Chen SH, Wang CH, Tsai WX, Yen JY. The clinical utility of the Chen Internet Addiction Scale-Gaming Version, for internet gaming disorder in the DSM-5 among young adults. Int J Env. Res Public Heal. 2019;16.

Chen S-H, Weng L-J, Su Y-J, Wu H-M, Yang P-F. Development of a Chinese internet addiction scale and its psychometric study. Chinese J Psychol. 2003;45:279–94.

Mak K-K, Lai C-M, Ko C-H, Chou C, Kim D-I, Watanabe H, et al. Psychometric properties of the revised Chen Internet Addiction Scale (CIAS-R) in Chinese adolescents. J Abnorm Child Psychol. 2014;42:1237–45.

Przepiorka A, Blachnio A, Cudo A. The role of depression, personality, and future time perspective in internet addiction in adolescents and emerging adults. Psychiatry Res. 2019;272:340–8.

Chin F, Leung CH. The concurrent validity of the internet addiction test (IAT) and the mobile phone dependence questionnaire (MPDQ). PLoS One2018;13.

Tateno M, Teo AR, Shirasaka T, Tayama M, Watabe M, Kato TA. Internet addiction and self-evaluated attention-deficit hyperactivity disorder traits among Japanese college students. Psychiatry Clin Neurosci. 2016;70:567–72.

Jelenchick LA, Eickhoff J, Christakis DA, Brown RL, Zhang C, Benson M, et al. The Problematic and Risky Internet Use Screening Scale (PRIUSS) for adolescents and young adults: scale development and refinement. Comput. Human Behav. 2014;35: https://doi.org/10.1016/j.chb.2014.01.035 .

Moreno MA, Arseniev-Koehler A, Selkie E. Development and testing of a 3-item screening tool for problematic internet use. J. Pediatr. 2016;176:167–172.e1.

Paulus FW, Ohmann S, von Gontard A, Popow C. Internet gaming disorder in children and adolescents: a systematic review. Dev Med Child Neurol. 2018;60:645–59.

Fam JY. Prevalence of internet gaming disorder in adolescents: a meta-analysis across three decades. Scand J Psychol 2018;59:524–31. A comprehensive review and analysis of IGD prevelance studies conducted between 1994 and 2015 that identifies characteristics of studies that are related to higher observed prevelance.

Muller KW, Janikian M, Dreier M, Wolfling K, Beutel ME, Tzavara C, et al. Regular gaming behavior and internet gaming disorder in European adolescents: results from a cross-national representative survey of prevalence, predictors, and psychopathological correlates. Eur Child Adolesc Psychiatry. 2015;24:565–74.

Article   CAS   PubMed   Google Scholar  

Rehbein F, Kliem S, Baier D, Mossle T, Petry NM. Prevalence of internet gaming disorder in German adolescents: diagnostic contribution of the nine DSM-5 criteria in a state-wide representative sample. Addiction. 2015;110:842–51.

Wartberg L, Kriston L, Thomasius R. Internet gaming disorder and problematic social media use in a representative sample of German adolescents: prevalence estimates, comorbid depressive symptoms and related psychosocial aspects. Comput. Human Behav. 2020;103:31–6.

Vigna-Taglianti F, Brambilla R, Priotto B, Angelino R, Cuomo G, Diecidue R. Problematic internet use among high school students: prevalence, associated factors and gender differences. Psychiatry Res. 2017;257:163–71.

Balhara YPS, Mahapatra A, Sharma P, Bhargava R. Problematic internet use among students in South-East Asia: current state of evidence. Indian J Public Heal. 2018;62:197–210.

Mihara S, Higuchi S. Cross-sectional and longitudinal epidemiological studies of internet gaming disorder: a systematic review of the literature. Psychiatry Clin Neurosci. 2017;71:425–44.

Taechoyotin P, Tongrod P, Thaweerungruangkul T, Towattananon N, Teekapakvisit P, Aksornpusitpong C, et al. Prevalence and associated factors of internet gaming disorder among secondary school students in rural community, Thailand: a cross-sectional study BMC Res Notes 2020;13:11.

Yang X, Jiang X, Mo PK, Cai Y, Ma L, Lau JT. Prevalence and interpersonal correlates of internet gaming disorders among Chinese adolescents. Int J Env Res Public Heal. 2020;17.

Lee J-Y, Kim S-Y, Bae K-Y, Kim J-M, Shin I-S, Yoon J-S, et al. Prevalence and risk factors for problematic internet use among rural adolescents in Korea. Asia-Pacific psychiatry Off J Pacific Rim Coll Psychiatr. 2018;10:e12310.

Yang J, Guo Y, Du X, Jiang Y, Wang W, Xiao D, et al. Association between problematic internet use and sleep disturbance among adolescents: the role of the child’s sex. Int J Env. Res Public Heal. 2018;15.

Karacic S, Oreskovic S. Internet addiction through the phase of adolescence: a questionnaire study. JMIR Ment Heal. 2017;4:e11.

Bonnaire C, Phan O. Relationships between parental attitudes, family functioning and internet gaming disorder in adolescents attending school. Psychiatry Res. 2017;255:104–10.

Schneider LA, King DL, Delfabbro PH. Family factors in adolescent problematic internet gaming: a systematic review. J Behav Addict. 2017;6:321–33.

Beranuy M, Carbonell X, Griffiths MD. A qualitative analysis of online gaming addicts in treatment. Int J Ment Health Addict. 2013;11:149–61.

Su B, Yu C, Zhang W, Su Q, Zhu J, Jiang Y. Father–child longitudinal relationship: parental monitoring and internet gaming disorder in Chinese adolescents. Front Psychol. 2018;9:95.

Kim Y, Jeong JE, Cho H, Jung DJ, Kwak M, Rho MJ, et al. Personality factors predicting smartphone addiction predisposition: behavioral inhibition and activation systems, impulsivity, and self-control. PLoS One. 2016;11:15.

CAS   Google Scholar  

Lee SY, Lee D, Nam CR, Kim DY, Park S, Kwon JG, et al. Distinct patterns of internet and smartphone-related problems among adolescents by gender: latent class analysis. J Behav Addict. 2018;7:454–65.

Choi S-W, Kim H, Kim G-Y, Jeon Y, Park S, Lee J-Y, et al. Similarities and differences among internet gaming disorder, gambling disorder and alcohol use disorder: a focus on impulsivity and compulsivity. J Behav Addict. 2014;3:246–53.

Gervasi AM, La Marca L, Costanzo A, Pace U, Guglielmucci F, Schimmenti A. Personality and internet gaming disorder: a systematic review of recent literature. Curr. Addict. Reports 2017;4:293–307. An extensive review that uses the Big Five Model of personlity as framework for an investigation of a wide range of traits that are associated to IGD .

Firat S, Gul H, Sertcelik M, Gul A, Gurel Y, Kilic BG. The relationship between problematic smartphone use and psychiatric symptoms among adolescents who applied to psychiatry clinics. Psychiatry Res. 2018;270:97–103.

Wartberg L, Brunner R, Kriston L, Durkee T, Parzer P, Fischer-Waldschmidt G, et al. Psychopathological factors associated with problematic alcohol and problematic internet use in a sample of adolescents in Germany. Psychiatry Res. 2016;240:272–7.

Müller KW, Beutel ME, Egloff B, Wölfling K. Investigating risk factors for internet gaming disorder: a comparison of patients with addictive gaming, pathological gamblers and healthy controls regarding the big five personality traits. Eur Addict Res. 2014;20:129–36.

Lehenbauer-Baum M, Klaps A, Kovacovsky Z, Witzmann K, Zahlbruckner R, Stetina BU. Addiction and engagement: an explorative study toward classification criteria for internet gaming disorder. Cyberpsychol Behav Soc Netw. 2015;18:343–9.

Griffith JW, Zinbarg RE, Craske MG, Mineka S, Rose RD, Waters AM, et al. Neuroticism as a common dimension in the internalizing disorders. Psychol Med. 2010;40:1125–36.

Sussman CJ, Harper JM, Stahl JL, Weigle P. Internet and video game addictions: diagnosis, epidemiology, and neurobiology. Child Adolesc Psychiatr Clin N Am 2018;27:307–26. A thorough review with an excellent description of the neurobiology research and an explanation of the neural processes involved with internet addiction .

Li Q, Wang Y, Yang Z, Dai W, Zheng Y, Sun Y, et al. Dysfunctional cognitive control and reward processing in adolescents with Internet gaming disorder. Psychophysiology 2020;57:e13469. In this study using behavioral and electrophysiological measures, adolescents with IGD demonstrated limits in their control and approach systems through both the go/no-go task and EEG results.

Fauth-Buhler M, Mann K. Neurobiological correlates of internet gaming disorder: similarities to pathological gambling. Addict Behav. 2017;64:349–56.

Hong SB, Kim JW, Choi EJ, Kim HH, Suh JE, Kim CD, et al. Reduced orbitofrontal cortical thickness in male adolescents with internet addiction. Behav Brain Funct. 2013;9:5.

Starcevic V. Internet gaming disorder: inadequate diagnostic criteria wrapped in a constraining conceptual model. J Behav Addict. 2017;6:110–3.

Przybylski AK, Weinstein N, Murayama K. Internet gaming disorder: investigating the clinical relevance of a new phenomenon. Am J Psychiatry 2017;174:230–6. A report on four survey studies representing a total of 18,932 participants that investigated the prevalence of IGD and found that 1% or less would be classified as suffering from this disorder.

Kardefelt-Winther D, Heeren A, Schimmenti A, van Rooij A, Maurage P, Carras M, et al. How can we conceptualize behavioural addiction without pathologizing common behaviours? Addiction. 2017;112:1709–15.

Kaptsis D, King DL, Delfabbro PH, Gradisar M. Withdrawal symptoms in internet gaming disorder: a systematic review. Clin Psychol Rev. 2016;43:58–66.

Quandt T. Stepping back to advance: why IGD needs an intensified debate instead of a consensus. J Behav Addict. 2017;6:121–3.

Gonzalez-Bueso V, Santamaria JJ, Fernandez D, Merino L, Montero E, Ribas J. Association between internet gaming disorder or pathological video-game use and comorbid psychopathology: a comprehensive review. Int J Env. Res Public Heal. 2018;15. This extremely in-depth review examines the associations between IGD and numerous mental health disorders in 24 studies. Results showed common co-occurrence between IGD and anxiety, depression, and ADHD symptoms.

Boumosleh JM, Jaalouk D. Depression, anxiety, and smartphone addiction in university students-a cross sectional study. PLoS One 2017;12:14.

Loton D, Borkoles E, Lubman D, Polman R. Video game addiction, engagement and symptoms of stress, depression and anxiety: the mediating role of coping. Int J Ment Heal Addict. 2016;14:565–78.

Tan Y, Chen Y, Lu Y, Li L. Exploring associations between problematic internet use, depressive symptoms and sleep disturbance among southern Chinese adolescents. Int J Env. Res Public Heal. 2016;13.

Krossbakken E, Pallesen S, Mentzoni RA, King DL, Molde H, Finseras TR, et al. A cross-lagged study of developmental trajectories of video game engagement, addiction, and mental health. Front Psychol. 2018;9:2239.

Wang HR, Cho H, Kim DJ. Prevalence and correlates of comorbid depression in a nonclinical online sample with DSM-5 internet gaming disorder. J Affect Disord. 2018;226:1–5.

Han DH, Yoo M, Renshaw PF, Petry NM. A cohort study of patients seeking internet gaming disorder treatment. J Behav Addict. 2018;7:930–8.

Kawabe K, Horiuchi F, Miyama T, Jogamoto T, Aibara K, Ishii E, et al. Internet addiction and attention-deficit / hyperactivity disorder symptoms in adolescents with autism spectrum disorder. Res Dev Disabil. 2019;89:22–8.

MacMullin JA, Lunsky Y, Weiss JA. Plugged in: electronics use in youth and young adults with autism spectrum disorder. Autism. 2015;20:45–54.

So R, Makino K, Fujiwara M, Hirota T, Ohcho K, Ikeda S, et al. The prevalence of internet addiction among a Japanese adolescent psychiatric clinic sample with autism spectrum disorder and/or attention-deficit hyperactivity disorder: a cross-sectional study. J Autism Dev Disord. 2017;47:2217–24.

Zajac K, Ginley MK, Chang R, Petry NM. Treatments for internet gaming disorder and internet addiction: a systematic review. Psychol. Addict. Behav. 2017;31:979–94. A unique approach that reviews treament studies for IGD and Internet addiction separately and describes in detail their methodology, results, strengths, and limitations.

Davis RA. A cognitive-behavioral model of pathological internet use. Comput. Human Behav. 2001;17:187–95.

Santos VA, Freire R, Zugliani M, Cirillo P, Santos HH, Nardi AE, et al. Treatment of internet addiction with anxiety disorders: treatment protocol and preliminary before-after results involving pharmacotherapy and modified cognitive behavioral therapy. JMIR Res Protoc 2016;5:e46. In this clincial study, patients with internet addiction and either panic disorder or generalized anxiety disorder received medication for their anxiety and 10 sessions of modified CBT. All 39 patients showed improved anxiety and internet addiction scores reduced on average.

Stevens MWR, King DL, Dorstyn D, Delfabbro PH. Cognitive-behavioral therapy for internet gaming disorder: a systematic review and meta-analysis. Clin Psychol Psychother 2019;26:191–203. This analysis of 12 studies in which CBT was utilized to treat IGD found the therapy to be highly effective in reducing IGD symptoms and depression and slightly less successful at treating anxiety. Evidence from a small number of studies suggested that the effects of the therapy reduced with time .

Han DH, Renshaw PF. Bupropion in the treatment of problematic online game play in patients with major depressive disorder. J Psychopharmacol. 2012;26:689–96.

Han DH, Lee YS, Na C, Ahn JY, Chung US, Daniels MA, et al. The effect of methylphenidate on internet video game play in children with attention-deficit/hyperactivity disorder. Compr Psychiatry. 2009;50:251–6.

Bipeta R, Yerramilli SS, Karredla AR, Gopinath S. Diagnostic stability of internet addiction in obsessive-compulsive disorder: data from a naturalistic one-year treatment study. Innov Clin Neurosci. 2015;12:14–23.

PubMed   PubMed Central   Google Scholar  

Song J, Park JH, Han DH, Roh S, Son JH, Choi TY, et al. Comparative study of the effects of bupropion and escitalopram on Internet gaming disorder. Psychiatry Clin. Neurosci. 2016;70:527–35. In this RCT where adolescents and adults with IGD were assigned to receive either one of two anti-depressants or no medication, both drug treatments were effective but bupropion was more successful at improving IGD symptoms, attention problems, and impulsivity.

Park JH, Lee YS, Sohn JH, Han DH. Effectiveness of atomoxetine and methylphenidate for problematic online gaming in adolescents with attention deficit hyperactivity disorder. Hum Psychopharmacol Clin Exp. 2016;31:427–32.

Article   CAS   Google Scholar  

Kuss DJ, Lopez-Fernandez O. Internet addiction and problematic internet use: a systematic review of clinical research. World J psychiatry. 2016;6:143–76.

Chun J, Shim H, Kim S. A meta-analysis of treatment interventions for internet addiction among Korean adolescents. Cyberpsychol Behav Soc Netw. 2017;20:225–31.

Lindenberg K, Halasy K, Schoenmaekers S. A randomized efficacy trial of a cognitive-behavioral group intervention to prevent internet use disorder onset in adolescents: the PROTECT study protocol. Contemp. Clin trials Commun 2017;6:64–71.

Liu Q-X, Fang X-Y, Yan N, Zhou Z-K, Yuan X-J, Lan J, et al. Multi-family group therapy for adolescent internet addiction: exploring the underlying mechanisms. Addict Behav. 2015;42:1–8.

Download references

Acknowledgments

The author would like to thank Jill Kavanaugh, MLIS for her assistance with the literature searches for this review.

Author information

Authors and affiliations.

Digital Wellness Lab, Division of Adolescent and Young Adult Medicine, Boston Children’s Hospital, 300 Longwood Avenue, Boston, MA, 02115, USA

David S. Bickham

You can also search for this author in PubMed   Google Scholar

Corresponding author

Correspondence to David S. Bickham .

Ethics declarations

Conflict of interest.

The author declares that he has no conflicts of interest.

Human Rights and Informed Consent

This article does not contain any studies with human or animal subjects performed by any of the authors.

Additional information

Publisher’s note.

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

This article is part of the Topical Collection on Adolescent Medicine

Rights and permissions

Reprints and permissions

About this article

Bickham, D.S. Current Research and Viewpoints on Internet Addiction in Adolescents. Curr Pediatr Rep 9 , 1–10 (2021). https://doi.org/10.1007/s40124-020-00236-3

Download citation

Accepted : 22 December 2020

Published : 09 January 2021

Issue Date : March 2021

DOI : https://doi.org/10.1007/s40124-020-00236-3

Share this article

Anyone you share the following link with will be able to read this content:

Sorry, a shareable link is not currently available for this article.

Provided by the Springer Nature SharedIt content-sharing initiative

  • Internet addiction
  • Problematic interactive media use
  • Video games
  • Internet gaming disorder
  • Cognitive behavioral therapy
  • Find a journal
  • Publish with us
  • Track your research

ORIGINAL RESEARCH article

The effects of online game addiction on reduced academic achievement motivation among chinese college students: the mediating role of learning engagement.

Rui-Qi Sun&#x;

  • 1 BinZhou College of Science and Technology, Binzhou, China
  • 2 Binzhou Polytechnic, Binzhou, China
  • 3 Faculty of Education, Beijing Normal University, Beijing, China
  • 4 National Institute of Vocational Education, Beijing Normal University, Beijing, China

Introduction: The present study aimed to examine the effects of online game addiction on reduced academic achievement motivation, and the mediating role of learning engagement among Chinese college students to investigate the relationships between the three variables.

Methods: The study used convenience sampling to recruit Chinese university students to participate voluntarily. A total of 443 valid questionnaires were collected through the Questionnaire Star application. The average age of the participants was 18.77 years old, with 157 males and 286 females. Statistical analysis was conducted using SPSS and AMOS.

Results: (1) Chinese college students’ online game addiction negatively affected their behavioral, emotional, and cognitive engagement (the three dimensions of learning engagement); (2) behavioral, emotional, and cognitive engagement negatively affected their reduced academic achievement motivation; (3) learning engagement mediated the relationship between online game addiction and reduced academic achievement motivation.

1. Introduction

Online games, along with improvements in technology, have entered the daily life of college students through the popularity of computers, smartphones, PSPs (PlayStation Portable), and other gaming devices. Online game addiction has recently become a critical problem affecting college students’ studies and lives. As early as 2018, online game addiction was officially included in the category of “addictive mental disorders” by the World Health Organization (WHO), and the International Classification of Diseases (ICD) was updated specifically to include the category of “Internet Gaming Disorder” (IGD). Prior research investigating Chinese college students’ online game addiction status mostly comprised regional small-scale studies. For example, a study on 394 college students in Chengde City, Hebei province, China showed that the rate of online game addiction was about 9% ( Cui et al., 2021 ). According to the results of an online game survey conducted by China Youth Network (2019) on 682 Chinese college students who played online games, nearly 60% of participants played games for more than 1 h a day, over 30% stayed up late because of playing games, over 40% thought that playing games had affected their physical health, over 70% claimed that games did not affect their studies, and over 60% had spent money on online games. This phenomenon has been exacerbated by the fact that smartphones and various portable gaming devices have become new vehicles for gaming with the development of technology. The increase in the frequency or time spent on daily gaming among adolescents implies a growth in the probability of gaming addiction, while an increase in the level of education decreases the probability of gaming addiction ( Esposito et al., 2020 ; Kesici, 2020 ). Moreover, during the COVID-19 pandemic, adolescents’ video game use and the severity of online gaming disorders increased significantly ( Teng et al., 2021 ).

A large body of literature on the relationship between problematic smartphone use and academic performance has illustrated the varying adverse effects of excessive smartphone obsession ( Durak, 2018 ; Mendoza et al., 2018 ; Rozgonjuk et al., 2018 ). These effects are manifested in three critical ways: first, the more frequently cell phones are used during study, the greater the negative impact on academic performance and achievement; second, students are required to master the basic skills and cognitive abilities to succeed academically, which are negatively affected by excessive cell phone use and addiction ( Sunday et al., 2021 ); third, online game addiction negatively affects students’ learning motivation ( Demir and Kutlu, 2018 ; Eliyani and Sari, 2021 ). However, there is currently a lack of scientifically objective means of effective data collection regarding online game addiction among college students in China, such as big data. Hong R. Z. et al. (2021) and Nong et al. (2023) suggested that the impact of addiction on students’ learning should be explored more deeply.

Since the 1990s, learning engagement has been regarded as a positive behavioral practice in learning in Europe and the United States, and plays an important role in the field of higher education research ( Axelson and Flick, 2010 ). Recently, studies on learning engagement among college students have also been a hot topic in various countries ( Guo et al., 2021 ). According to Fredricks et al. (2004) , learning engagement includes three dimensions: behavioral, emotional, and cognitive.

The concept of behavioral engagement encompasses three aspects: first, positive behavior in the classroom, such as following school rules and regulations and classroom norms; second, engagement in learning; and third, active participation in school activities ( Finn et al., 1995 ). Emotional engagement refers to students’ responses to their academic content and learning environment. The emotional responses to academic content include students’ emotional responses such as interest or disinterest in learning during academic activities ( Kahu and Nelson, 2018 ), while the emotional responses to the learning environment refer to students’ identification with their peers, teachers, and the school environment ( Stipek, 2002 ). Cognitive engagement is often associated with internal processes such as deep processing, using cognitive strategies, self-regulation, investment in learning, the ability to think reflectively, and making connections in daily life ( Khan et al., 2017 ). Cognitive engagement emphasizes the student’s investment in learning and self-regulation or strategies.

According to Yang X. et al. (2021) , learning engagement refers to students’ socialization, behavioral intensity, affective qualities, and use of cognitive strategies in performing learning activities. Besides, Kuh et al. (2007) argued that learning engagement was “the amount of time and effort students devote to instructional goals and meaningful educational practices.” Learning engagement is not only an important indicator of students’ learning process, but also a significant predictor of students’ academic achievement ( Zhang, 2012 ). It is also an essential factor in promoting college students’ academic success and improving education quality.

As one of the crucial components of students’ learning motivation ( Han and Lu, 2018 ), achievement motivation is the driving force behind an individual’s efforts to put energy into what he or she perceives to be valuable and meaningful to achieve a desired outcome ( Story et al., 2009 ). It can be considered as achievement motivation when an individual’s behavior involves “competing at a standard of excellence” ( Brunstein and Heckhausen, 2018 ). Students’ achievement motivation ensures the continuity of learning activities, achieving academic excellence and desired goals ( Sopiah, 2021 ). Based on the concept of achievement motivation, academic achievement motivation refers to the mental perceptions or intentions that students carry out regarding their academic achievement, a cognitive structure by which students perceive success or failure and determine their behavior ( Elliot and Church, 1997 ). Related research also suggests that motivation is one variable that significantly predicts learning engagement ( Xiong et al., 2015 ).

Therefore, it is worthwhile to investigate the internal influence mechanism of college students’ online game addiction on their reduced academic achievement motivation and the role of learning engagement, which is also an issue that cannot be ignored in higher education research. The present study explored the relationship between online game addiction, learning engagement, and reduced academic achievement motivation among college students by establishing a structural equation model (SEM) to shed light on the problem of online game addiction among college students.

2. Research model and hypotheses

2.1. research model.

Previous research usually regarded learning engagement as a variable of one or two dimensions, and scholars tend to favor the dimension of behavioral engagement. However, other ignored dimensions are inseparable parts of learning engagement ( Dincer et al., 2019 ). In a multi-dimensional model, the mutual terms of each dimension form a single composite structure. Therefore, the present study took the structure proposed by Fredricks et al. (2004) as a reference, divided learning engagement into behavioral, emotional, and cognitive dimensions as mediating variables, and explored the relationship between online game addiction, learning engagement, and reduced academic achievement motivation. The research frame diagram is shown in Figure 1 .

www.frontiersin.org

Figure 1 . The research model.

2.2. Research questions

2.2.1. the relationship between online game addiction and learning engagement.

Learning engagement has been viewed as a multidimensional concept in previous studies. Finn (1989) proposed the participation-identification model to make pioneering progress in learning engagement study. Schaufeli et al. (2002) suggested that learning engagement was an active, fulfilling mental state associated with learning. Chapman (2002) pointed out affective, behavioral, and cognitive criteria for assessing students’ learning engagement based on previous research. Fredricks et al. (2004) systematically outlined learning engagement as an integration of behavioral, emotional, and cognitive engagement. The updated International Classification of Diseases [ World Health Organization (WHO), 2018a , b ] specifies several diagnostic criteria for gaming addiction, including the abandonment of other activities, the loss of interest in other previous hobbies, and the loss or potential loss of work and social interaction because of gaming. Past studies have shown the adverse effects of excessive Internet usage on students’ learning. Short video addiction negatively affects intrinsic and extrinsic learning motivation ( Ye et al., 2022 ). Students’ cell phone addiction negatively affects academic commitment, academic performance, and relationship facilitation, all of which negatively affect their academic achievement ( Tian et al., 2021 ). The amount of time spent surfing the Internet and playing games has been identified to negatively affect students’ cognitive ability ( Pan et al., 2022 ). College students’ cell phone addiction, mainly reflected in cell phone social addiction and game entertainment addiction, has also been noted to impact learning engagement; specifically, the higher the level of addiction, the lower the learning engagement ( Qi et al., 2020 ). Gao et al. (2021) also showed that cell phone addiction among college students could negatively affect their learning engagement. Choi (2019) showed that excessive use of cell phones might contribute to smartphone addiction, which also affects students’ learning engagement. Accordingly, the following three research hypotheses were proposed.

H1 : Online game addiction negatively affects behavioral engagement.
H2 : Online game addiction negatively affects emotional engagement.
H3 : Online game addiction negatively affects cognitive engagement.

2.2.2. The relationship between learning engagement and reduced academic achievement motivation

Achievement motivation is people’s pursuit of maximizing individual value, which embodies an innate drive, including the need for achievement, and can be divided into two parts: the intention to succeed and the intention to avoid failure ( McClelland et al., 1976 ). On this basis, Weiner (1985) proposed the attributional theory of achievement motivation, suggesting that individuals’ personality differences, as well as the experience of success and failure, could influence their achievement attributions and that an individual’s previous achievement attributions would affect his or her expectations and emotions for the subsequent achievement behavior while expectations and emotions could guide motivated behavior. Birch and Ladd (1997) indicated that behavioral engagement involved positive behavioral attitudes such as hard work, persistence, concentration, willingness to ask questions, and active participation in class discussions to complete class assignments. Students’ attitudes toward learning are positively related to achievement motivation ( Bakar et al., 2010 ). Emotional engagement involves students’ sense of identity with their peers, teachers, and the school environment ( Stipek, 2002 ). Students’ perceptions of the school environment influence their achievement motivation ( Wang and Eccles, 2013 ). Cognitive engagement encompasses the ability to use cognitive strategies, self-regulation, investment in learning, and reflective thinking ( Khan et al., 2017 ). Learning independence and problem-solving abilities predict student motivation ( Saeid and Eslaminejad, 2017 ). Hu et al. (2021) indicated that cognitive engagement had the most significant effect on students’ academic achievement among the learning engagement dimensions, and that emotional engagement was also an important factor influencing students’ academic achievement. Therefore, the following three research hypotheses were proposed:

H4 : Behavioral engagement significantly and negatively affects the reduced academic achievement motivation.
H5 : Emotional engagement significantly and negatively affects the reduced academic achievement motivation.
H6 : Cognitive engagement significantly and negatively affects the reduced academic achievement motivation.

2.2.3. The relationship between online game addiction, learning engagement, and reduced academic achievement motivation

Past studies have demonstrated the relationship between online game addiction and students’ achievement motivation. For example, a significant negative correlation between social network addiction and students’ motivation to progress has been reported ( Haji Anzehai, 2020 ), and a significant negative correlation between Internet addiction and students’ achievement motivation has been reported ( Cao et al., 2008 ). Students addicted to online games generally have lower academic achievement motivation because they lack precise academic planning and motivation ( Chen and Gu, 2019 ). Yayman and Bilgin (2020) pointed out a correlation between social media addiction and online game addiction. Accordingly, there might be a negative correlation between online game addiction and academic achievement motivation among college students.

Students addicted to online games generally have lower motivation for academic achievement because they lack precise academic planning and learning motivation ( Chen and Gu, 2019 ). Similarly, Haji Anzehai (2020) reported a significant negative correlation between social network addiction and students’ motivation to progress.

Learning engagement is often explored as a mediating variable in education research. Zhang et al. (2018) found that learning engagement was an essential mediator of the negative effect of internet addiction on academic achievement in late adolescence and is a key factor in the decline in academic achievement due to students’ internet addiction. Li et al. (2019) noted that college students’ social networking site addiction significantly negatively affected their learning engagement, and learning engagement mediated the relationship between social networking addiction and academic achievement. Accordingly, the following research hypothesis was proposed.

H7 : Learning engagement mediates the relationship between online game addiction and reduced academic achievement motivation.

3. Research methodology and design

3.1. survey implementation.

The present study employed the Questionnaire Star application for online questionnaire distribution. Convenience sampling was adopted to recruit Chinese college students to participate voluntarily. The data were collected from October 2021 to January 2022 from a higher vocational college in Shandong province, China. Participants were first-and second-year students. According to Shumacker and Lomax (2016) , the number of participants in SEM studies should be approximately between 100 and 500 or more. In the present study, 500 questionnaires were returned, and 443 were valid after excluding invalid responses. The mean age of the participants was 18.77 years. There were 157 male students, accounting for 35.4% of the total sample, and 286 female students, accounting for 64.6%.

3.2. Measurement instruments

The present empirical study employed quantitative research methods by collecting questionnaires for data analysis. The items of questionnaires were adapted from research findings based on corresponding theories and were reviewed by experts to confirm the content validity of the instruments. The distributed questionnaire was a Likert 5-point scale (1 for strongly disagree , 2 for disagree , 3 for average , 4 for agree , and 5 for strongly agree ). After the questionnaire was collected, item analysis was conducted first, followed by reliability and validity analysis of the questionnaire constructs using SPSS23 to test whether the scale met the criteria. Finally, research model validation was conducted.

3.2.1. Online game addiction

In the present study, online game addiction referred to the addictive behavior of college students in online games, including mobile games and online games. The present study adopted a game addiction scale compiled by Wu et al. (2021) and adapted the items based on the definition of online game addiction. The adapted scale had 10 items. Two examples of the adapted items in the scale were: “I will put down what should be done and spend my time playing online games” and “My excitement or expectation of playing an online game is far better than other interpersonal interactions.”

3.2.2. Learning engagement

In the present study, learning engagement included students’ academic engagement in three dimensions: behavioral, emotional, and cognitive. The learning engagement scale compiled by Luan et al. (2020) was adapted based on its definition. The adapted scale had 26 questions in three dimensions: behavioral, emotional, and cognitive engagement. Two examples of the adapted items in the scale are: “I like to actively explore unfamiliar things when I am doing my homework” and “I will remind myself to double-check the places where I tend to make mistakes in my homework.”

3.2.3. Reduced academic achievement motivation

Reduced academic achievement motivation in the present study refers to the reduction in college students’ intrinsic tendency to enjoy challenges and achieve academic goals and academic success. The achievement motivation scale developed by Ye et al. (2020) was adapted to measure reduced academic achievement motivation. The adapted scale had 10 items. Two examples of the adapted items in the scale are: “Since playing online games, I do not believe that the effectiveness of learning is up to me, but that it depends on other people or the environment” and “Since I often play online games, I am satisfied with my current academic performance or achievement and do not seek higher academic challenges.”

4. Results and discussion

4.1. internal validity analysis of the measurement instruments.

In the present study, item analysis was conducted using first-order confirmatory factor analysis (CFA), which can reflect the degree of measured variables’ performance within a smaller construct ( Hafiz and Shaari, 2013 ). The first-order CFA is based on the streamlined model and the principle of independence of residuals. According to Hair et al. (2010) and Kenny et al. (2015) , it is recommended that the value of χ 2 / df in the model fitness indices should be less than 5; the root mean square error of approximation (RMSEA) value should be greater than 0.100; the values of the goodness of fit index (GFI) and adjusted goodness of fit index (AGFI) should not be lower than 0.800; the factor loading (FL) values of the constructs should also be greater than 0.500. Based on the criteria above, the items measuring the online game addiction construct were reduced from 10 to seven; the items measuring the behavioral engagement construct were reduced from nine to six; the items measuring the emotional engagement construct were reduced from nine to six; the items measuring the cognitive engagement construct were reduced from eight to six; and the items measuring the reduced academic achievement motivation construct was reduced from 10 to six, as shown in Table 1 .

www.frontiersin.org

Table 1 . First-order confirmatory factor analysis.

4.2. Construct reliability and validity analysis

In order to determine the internal consistency of the constructs, the reliability of the questionnaire was tested using Cronbach’ s α value. According to Hair et al. (2010) , a Cronbach’ s α value greater than 0.700 indicates an excellent internal consistency among the items, and the constructs’ composite reliability (CR) values should exceed 0.700 to meet the criteria. In the present study, the Cronbach’ s α values for the constructs ranged from 0.911 to 0.960, and the CR values ranged from 0.913 to 0.916, which met the criteria, as shown in Table 2 .

www.frontiersin.org

Table 2 . Construct reliability and validity of constructs.

In the present study, convergent validity was confirmed by two types of indicators, FL and average variance extracted (AVE). According to Hair et al. (2011) , an FL value should be greater than 0.500, and items with an FL value less than 0.500 should be removed; and AVE values should be greater than 0.500. In the present study, the FL values of the constructs ranged from 0.526 to 0.932, and the AVE values ranged from 0.600 to 0.805; all dimensions met the recommended criteria, as shown in Table 2 .

According to Awang (2015) and Hair et al. (2011) , the square root of the AVE of each construct (latent variable) should be greater than its correlation coefficient values with other constructs to indicate the ideal discriminant validity. The results of the present study showed that the three constructs of online game addiction, learning engagement, and reduced academic achievement motivation had good discriminant validity in the present study, as shown in Table 3 .

www.frontiersin.org

Table 3 . Discriminant validity analysis.

4.3. Correlation analysis

Pearson’s correlation coefficient is usually used to determine the closeness of the relationship between variables. A correlation coefficient greater than 0.8 indicates a high correlation between variables; a correlation coefficient between 0.3 and 0.8 indicates a moderate correlation between variables; while a correlation of less than 0.3 indicates a low correlation. Table 4 shows the Correlation Analysis results. Online game addiction was moderately negatively correlated with behavioral engagement ( r  = −0.402, p  < 0.001), moderately negatively correlated with emotional engagement ( r  = −0.352, p  < 0.001), slightly negatively correlated with cognitive engagement ( r  = −0.288, p  < 0.001), and slightly positively correlated with reduced academic achievement motivation ( r  = 0.295, p  < 0.001). Behavioral engagement was moderately positively correlated with emotional engagement ( r  = 0.696, p  < 0.001), moderately positively correlated with cognitive engagement ( r  = 0.601, p  < 0.001), and moderately negatively correlated with reduced academic achievement motivation ( r  = −0.497, p  < 0.001). Emotional engagement was moderately positively correlated with cognitive engagement ( r  = 0.787, p  < 0.001) and moderately negatively correlated with reduced academic achievement motivation ( r  = −0.528, p  < 0.001). Cognitive engagement was moderately negatively correlated with reduced motivation for academic achievement ( r  = −0.528, p  < 0.001).

www.frontiersin.org

Table 4 . Correlation analysis.

4.4. Analysis of fitness of the measurement model

According to Hair et al. (2010) and Abedi et al. (2015) , the following criteria should be met in the analysis for measurement model fitness: the ratio of chi-squared and degree of freedom ( χ 2 / df ) should be less than 5; the root mean square error of approximation (RMSEA) should not exceed 0.100; the goodness of fit index (GFI), adjusted goodness of fit index (AGFI), normed fit index (NFI), non-normed fit index (NNFI), comparative fit index (CFI), incremental fit index (IFI) and relative fit index (RFI) should be higher than 0.800; and the parsimonious normed fit index (PNFI) and the parsimonious fitness of fit index (PGFI) should be higher than 0.500. The model fitness indices in the present study were χ 2  = 1434.8, df  = 428, χ 2 / df  = 3.352, RMSEA = 0.073, GFI = 0.837, AGFI = 0.811, NFI = 0.899, NNFI = 0.920, CFI = 0.927, IFI = 0.927, RFI = 0.890, PNFI = 0.827, and PGFI = 0.722. The results were in accordance with the criteria, indicating a good fitness of the model in the present study ( Table 5 ).

www.frontiersin.org

Table 5 . Direct effects analysis.

4.5. Validation of the research model

Online game addiction had a negative effect on behavioral engagement ( β  = −0.486; t  = −9.143; p < 0.001). Online game addiction had a negative effect on emotional engagement ( β  = −0.430; t  = −8.054; p < 0.001). Online game addiction had a negative effect on cognitive engagement ( β  = −0.370; t  = −7.180; p < 0.001). Online game addiction had a positive effect on reduced academic achievement motivation ( β  = 0.19; t = −2.776; p < 0.01). Behavioral engagement had a negative effect on reduced academic achievement motivation ( β  = −0.238; t  = −3.759; p < 0.001). Emotional engagement had a negative effect on reduced academic achievement motivation ( β  = −0.221; t  = −2.687; p < 0.01), and cognitive engagement had a negative effect on reduced academic achievement motivation ( β  = −0.265; t  = −3.581; p < 0.01), as shown in Figure 2 Table 6 .

www.frontiersin.org

Figure 2 . Validation of the research model. *** p  < 0.001.

www.frontiersin.org

Table 6 . Indirect effects analysis.

Cohen’ s f 2 is an uncommon but valuable standardized effect size measure that can be used to assess the size of local effects ( Selya et al., 2012 ). When f 2 reaches 0.02 it represents a small effect size, 0.150 represents a medium effect size, and 0.350 represents a high effect size ( Hair et al., 2014 ). The explanatory power of online game addiction on behavioral engagement was 23.6%, and f 2 was 0.309. The explanatory power of online game addiction on emotional engagement was 18.5%, and f 2 was 0.227. The explanatory power of online game addiction on cognitive engagement was 13.7%, and f 2 was 0.159. The explanatory power of behavioral, emotional, and cognitive engagement on reduced academic achievement motivation was 23.9%, and f 2 was 0.314. Figure 2 illustrates the above findings.

4.6. Indirect effects analysis

Scholars are often interested in whether variables mediate the association between predicting and outcome variables. Therefore, mediating variables can partially or entirely explain the association ( Hwang et al., 2019 ). In research fields such as psychology and behavior, where the research situation is often more complex, multiple mediating variables are often required to clearly explain the effects of the independent variables on the dependent variables ( MacKinnon, 2012 ). Scientific quantitative research requires tests of confidence interval (CI; Thompson, 2002 ), and the standard value of the test numbers is often determined by 95% CI ( Altman and Bland, 2011 ). CI value not containing 0 indicates the statistical significance of the analysis results ( Nakagawa and Cuthill, 2007 ). According to the statistical results shown in Table 4 , behavioral engagement significantly positively mediated the relationship between online game addiction and reduced academic achievement motivation with a path coefficient of 0.230 and 95% CI ranging from 0.150 to 0.300 (excluding 0), p < 0.01; emotional engagement positively mediated the relationship between online game addiction and reduced academic achievement motivation with a path coefficient of 0.209, 95% CI ranging from 0.130 to 0.292 (excluding 0), p < 0.01; cognitive engagement positively mediated the relationship between online game addiction and reduced academic achievement motivation with a path coefficient of 0.170, 95% CI ranging from 0.100 to 0.250 (excluding 0), p < 0.01, as shown in Table 6 .

4.7. Discussion

4.7.1. analysis of the relationship between online game addiction and learning engagement.

Online game addiction is often negatively associated with students’ learning. For example, the problematic use of short videos was reported as negatively affecting students’ behavioral engagement, while behavioral engagement positively affected students’ emotional and cognitive engagement ( Ye et al., 2023 ). Meral (2019) highlighted that students’ learning attitudes and academic performance had a negative relationship with students’ addiction to online games. Demir and Kutlu (2018) found that online game addiction negatively affects students’ learning motivation. As the level of students’ game addiction increased, the level of their communication skills decreased ( Kanat, 2019 ). Furthermore, Tsai et al. (2020) pointed out a negative correlation between online game addiction and peer relationships as well as students’ learning attitudes. According to the results of the research model validation, it can be observed that: online game addiction negatively affected behavioral engagement, emotional engagement, and cognitive engagement. Therefore, it can be stated that online game addiction had significant and negative effects on all dimensions of learning engagement.

Online game addiction in the present study included aspects of computer game addiction and mobile phone game addiction. The results of the present study are consistent with the findings of Gao et al. (2021) , Choi (2019) , and Qi et al. (2020) , who pointed out that college students’ addiction to cell phones negatively affected their learning engagement.

4.7.2. Analysis of the relationship between learning engagement and reduced academic achievement motivation

For technology education in higher education, students’ intrinsic motivation for academic study predicts their learning engagement ( Dunn and Kennedy, 2019 ). In addition, learning engagement is positively correlated with academic achievement ( Fredricks and McColskey, 2012 ). Based on the research model validation results, behavioral, emotional, and cognitive engagement all negatively affected reduced academic achievement motivation. The findings are consistent with Hu et al.’s (2021) study which pointed out that cognitive engagement in the learning engagement dimension had the most significant effect on students’ academic achievement, and that emotional engagement was also an essential factor influencing students’ academic achievement. Lau et al. (2008) showed that achievement motivation positively predicted cognitive engagement in the learning engagement dimension. Mih et al. (2015) noted that achievement motivation positively predicted behavioral and emotional engagement in the learning engagement dimension. The present study supported the above discussion by confirming the association between learning engagement and reduced academic achievement motivation.

4.7.3. Analysis of the mediating role of learning engagement

According to the indirect effects analysis results of the present study, learning engagement negatively mediated the relationship between online game addiction and reduced academic achievement motivation. The findings support Haji Anzehai’s (2020) conclusion that social network addiction negatively correlated with students’ motivation to progress ( Haji Anzehai, 2020 ). It is also consistent with the findings of Chen and Gu (2019) that students addicted to online games generally had lower academic achievement motivation due to a lack of precise academic planning and motivation. Cao et al. (2008) found a significant negative correlation between Internet addiction and students’ achievement motivation. Similarly, Zhang et al. (2018) explored the intrinsic influencing mechanism of students’ Internet addiction on academic achievement decline in their late adolescence by identifying learning engagement as the important mediating variable. Li et al. (2019) proposed that social networking site addiction among college students significantly negatively affected learning engagement and that learning engagement mediated the relationship between social network addiction and students’ academic achievement. The present study findings also support the discussion above.

5. Conclusion and suggestions

5.1. conclusion.

Currently, the problem of online game addiction among college students is increasing. The relationship between online game addiction, learning engagement, and reduced academic achievement motivation still needs to be explored. The present study explored the relationships between the three aforementioned variables by performing SEM. The results of the study indicated that: (1) online game addiction negatively affected behavioral engagement; (2) online game addiction negatively affected emotional engagement; (3) online game addiction negatively affected cognitive engagement; (4) behavioral engagement negatively affected reduced academic achievement motivation; (5) emotional engagement negatively affected reduced academic achievement motivation; (6) cognitive behavioral engagement negatively affected reduced academic achievement motivation; (7) learning engagement mediated the relationship between online game addiction and reduced academic achievement motivation.

According to the research results, when college students are addicted to online games, their learning engagement can be affected, which may decrease their behavioral, emotional, and cognitive engagement; their academic achievement motivation may be further reduced and affect their academic success or even prevent them from completing their studies. The mediating role of learning engagement between online game addiction and reduced academic achievement motivation indicates that reduced academic achievement motivation influenced by online game addiction could be prevented or weakened by enhancing learning engagement.

5.2. Suggestions

Universities and families play a crucial role in preventing online game addiction among college students. One of the main reasons college students play online games may be that they lack an understanding of other leisure methods and can only relieve their psychological pressure through online games ( Fan and Gai, 2022 ). Therefore, universities should enrich college students’ after-school leisure life and help them cultivate healthy hobbies and interests. Besides, a harmonious parent–child relationship positively affects children’s learning engagement ( Shao and Kang, 2022 ). Parents’ stricter demands may aggravate children’s game addiction ( Baturay and Toker, 2019 ). Therefore, parents should assume a proper perspective on the rationality of gaming and adopt the right approach to guide their children.

One key factor influencing the quality of higher education is students’ learning engagement. The integration of educational information technology has disrupted traditional teaching methods. This trend has accelerated in the context of COVID-19. College students’ growth mindset can impact their learning engagement through the role of the perceived COVID-19 event strength and perceived stress ( Zhao et al., 2021 ). Moreover, students’ self-regulated learning and social presence positively affect their learning engagement in online contexts ( Miao and Ma, 2022 ). Students’ liking of the teacher positively affects their learning engagement ( Lu et al., 2022 ). Their perceived teacher support also positively affects their learning engagement ( An et al., 2022 ). Hence, educators should focus on teacher support and care in the teaching and learning process.

Students’ motivation for academic achievement can often be influenced by active interventions. Cheng et al. (2022) noted that the cumulative process of students gaining successful experiences contributed to an increased sense of self-efficacy, motivating them to learn. Zhou (2009) illustrated that cooperative learning motivated students’ academic achievement. In addition, Hong J. C. et al. (2021) showed that poor parent–child relationships (such as the behavior of “mama’ s boy” in adults) had a negative impact on students’ academic achievement motivation, and they concluded that cell phone addiction was more pronounced among students with low academic achievement motivation. Hence, enhancing students’ academic achievement motivation also requires family support.

5.3. Research limitations and suggestions for future research

Most of the past studies on the impact of online game addiction on academics have used quantitative research as the research method. The qualitative research approach regarding students’ online game addiction should not be neglected. By collecting objective factual materials in the form of qualitative research such as interviews a greater understanding of students’ actual views on games and the psychological factors of addiction can be achieved. Therefore, future studies could introduce more qualitative research to study online game addiction.

To pay attention to the problem of students’ online game addiction, universities and families should not wait until they become addicted and try to remedy it, but should start to prevent it before it gets to that stage. In terms of developing students’ personal psychological qualities, students’ sensation-seeking and loneliness can significantly affect their tendency to become addicted to online games ( Batmaz and Çelik, 2021 ). Adolescents’ pain intolerance problems can also contribute to Internet overuse ( Gu, 2022 ). Emotion-regulation methods affect the emotional experience and play a vital role in Internet addiction ( Liang et al., 2021 ). In this regard, it is necessary to pay attention to students’ mental health status and to guide them to establish correct values and pursue goals through psychological guidance and other means.

In addition to individual factors, different parenting can considerably impact adolescents. Adolescents who tend to experience more developmental assets are less likely to develop IGD ( Xiang et al., 2022a ), and external resources can facilitate the development of internal resources, discouraging adolescents from engaging in IGD ( Xiang et al., 2022b ). Relevant research indicates that the most critical factor in adolescents’ game addiction tendency comes from society or their parents rather than being the adolescents’ fault ( Choi et al., 2018 ). Adolescents who tend to be addicted to online games may have discordant parent–child relationships ( Eliseeva and Krieger, 2021 ). Better father-child and mother–child relationships predict lower initial levels of Internet addiction in adolescents ( Shek et al., 2019 ). Family-based approaches such as improved parent–child relationships and increased communication and understanding among family members can be a direction for adolescent Internet addiction prevention ( Yu and Shek, 2013 ).

At the school level, a close teacher-student relationship is one of the main factors influencing students’ psychological state. Students’ participation in and control over the teaching and learning process as well as their closeness to teachers can increase their satisfaction and thus enhance their learning-related well-being ( Yang J. et al., 2021 ). More school resources can lead to higher adolescent self-control, attenuating students’ online gaming disorders ( Xiang et al., 2022c ).

Data availability statement

The raw data supporting the conclusions of this article will be made available by the authors, without undue reservation.

Ethics statement

Ethical review and approval was not required for the study on human participants in accordance with the local legislation and institutional requirements. Written informed consent for participation was not required for this study in accordance with the national legislation and the institutional requirements. Written informed consent was not obtained from the individual(s) for the publication of any potentially identifiable images or data included in this article.

Author contributions

R-QS, and J-HY: concept and design and drafting of the manuscript. R-QS, and J-HY: acquisition of data and statistical analysis. G-FS, and J-HY: critical revision of the manuscript. All authors contributed to the article and approved the submitted version.

This work was supported by Beijing Normal University First-Class Discipline Cultivation Project for Educational Science (Grant number: YLXKPY-XSDW202211). The Project Name is “Research on Theoretical Innovation and Institutional System of Promoting the Modernization of Vocational Education with Modern Chinese Characteristics”.

Conflict of interest

The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.

Publisher’s note

All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article, or claim that may be made by its manufacturer, is not guaranteed or endorsed by the publisher.

Abedi, G., Rostami, F., and Nadi, A. (2015). Analyzing the dimensions of the quality of life in hepatitis B patients using confirmatory factor analysis. Global J. Health Sci. 7, 22–31. doi: 10.5539/gjhs.v7n7p22

PubMed Abstract | CrossRef Full Text | Google Scholar

Altman, D. G., and Bland, J. M. (2011). How to obtain the confidence interval from a p value. Br. Med. J. 2011:343. doi: 10.1136/bmj.d2090

CrossRef Full Text | Google Scholar

An, F., Yu, J., and Xi, L. (2022). Relationship between perceived teacher support and learning engagement among adolescents: mediation role of technology acceptance and learning motivation. Front. Psychol. 13:992464. doi: 10.3389/fpsyg.2022.992464

Awang, Z. (2015). SEM made simple, a gentle approach to learning structural equation modeling . MPWS Rich Publication. Bangi.

Google Scholar

Axelson, R. D., and Flick, A. (2010). Defining student engagement. Change 43, 38–43. doi: 10.1080/00091383.2011.533096

Bakar, K. A., Tarmizi, R. A., Mahyuddin, R., Elias, H., Luan, W. S., and Ayub, A. F. M. (2010). Relationships between university students’ achievement motivation, attitude and academic performance in Malaysia. Procedia Soc. Behav. Sci. 2, 4906–4910. doi: 10.1016/j.sbspro.2010.03.793

Batmaz, H., and Çelik, E. (2021). Examining the online game addiction level in terms of sensation seeking and loneliness in university students. Addicta 8, 126–130. doi: 10.5152/ADDICTA.2021.21017

Baturay, M. H., and Toker, S. (2019). Internet addiction among college students: some causes and effects. Educ. Inf. Technol. 24, 2863–2885. doi: 10.1007/s10639-019-09894-3

Birch, S., and Ladd, G. (1997). The teacher-child relationship and children’s early school adjustment. Journal of School Psychology 35, 61–79. doi: 10.1016/S0022-4405(96)00029-5

Brunstein, J. C., and Heckhausen, H. (2018). “Achievement motivation,” in Motivation and action . eds. J. Heckhausen and H. Heckhausen (New York, NY: Springer), 221–304.

Cao, H., Cao, P., Wang, P., and Wang, X. H. (2008). An exploration of the interrelationship between internet addiction and achievement motivation among middle school students. J. Beijing Youth Polit. College 2008, 31–38.

Chapman, E. (2002). Alternative approaches to assessing student engagement rates. Pract. Assess. Res. Eval. 8:13. doi: 10.7275/3e6e-8353

Chen, C. G., and Gu, X. Q. (2019). The impact of online games on students’ subject literacy and social inclusion - an analysis based on PISA 2015 test data from four Chinese provinces and cities. Open Educat. Res. 25, 73–87. doi: 10.13966/j.cnki.kfjyyj.2019.05.008

Cheng, B. J., Chen, P., and Chen, Y. S. (2022). The influence of academic achievement motivation on technical learning engagement of students with specialization in physical education faculty: the mediating role of self-efficacy. J. Southwest Univ. 47, 96–106. doi: 10.13718/j.cnki.xsxb.2022.04.014

China Youth Network (2019). Survey on online hames for college students . Available at: http://edu.youth.cn/jyzx/jyxw/201904/t20190415_11926323.htm

Choi, S. (2019). Relationships between smartphone usage, sleep patterns and nursing students’ learning engagement. J. Korean Biol. Nurs. Sci. 21, 231–238. doi: 10.7586/jkbns.2019.21.3.231

Choi, C., Hums, M. A., and Bum, C. H. (2018). Impact of the family environment on juvenile mental health: eSports online game addiction and delinquency. Int. J. Environ. Res. Public Health 15:2850. doi: 10.3390/ijerph15122850

Cui, J., Yang, K. B., Yang, Q. Y., Liu, Y., Zhao, R. J., Wu, W., et al. (2021). Psychological influences of online game addiction among college students in Chengde City. Chin. J. Drug Depend 30, 296–300+305. doi: 10.13936/j.cnki.cjdd1992.2021.04.011

Demir, Y., and Kutlu, M. (2018). Relationships among Internet addiction, academic motivation, academic procrastination and school attachment in adolescents. Int. Online J. Educat. Sci. 10, 315–332. doi: 10.15345/iojes.2018.05.020

Dincer, A., Yeşilyurt, S., Noels, K. A., and Vargas Lascano, D. I. (2019). Self-determination and classroom engagement of EFL Learners: a mixed-methods study of the self-system model of motivational development. SAGE Open 9:215824401985391. doi: 10.1177/2158244019853913

Dunn, T. J., and Kennedy, M. (2019). Technology enhanced learning in higher education; motivations, engagement and academic achievement. Comput. Educ. 137, 104–113. doi: 10.1016/j.compedu.2019.04.004

Durak, H. Y. (2018). Investigation of nomophobia and smartphone addiction predictors among adolescents in Turkey: demographic variables and academic performance. Soc. Sci. J. 56, 492–517. doi: 10.1016/j.soscij.2018.09.003

Eliseeva, M. I., and Krieger, E. E. (2021). The peculiarities of parent-child relationship among teenagers who are addicted to online games. Psychol. Educat. Stud. 13, 51–67. doi: 10.17759/psyedu.2021130304

Eliyani, E., and Sari, N. F. (2021). The effect of online game activities on student learn motivation. Jurnal Pelita Pendidikan 9, 65–70. doi: 10.24114/jpp.v9i2.23843

Elliot, A. J., and Church, M. A. (1997). A hierarchical model of approach and avoidance achievement motivation. J. Pers. Soc. Psychol. 72, 218–232. doi: 10.1037/0022-3514.72.1.218

Esposito, M. R., Serra, N., Guillari, A., Simeone, S., Sarracino, F., Continisio, G. I., et al. (2020). An investigation into video game addiction in pre-adolescents and adolescents: a cross-sectional study. Medicina 56:221. doi: 10.3390/medicina56050221

Fan, H., and Gai, X. Y. (2022). A survey study on contemporary college students’ leisure activities and online gaming behavior. Campus Life Mental Health 20, 12–16. doi: 10.19521/j.cnki.1673-1662.2022.01.002

Finn, J. D. (1989). Withdrawing from school. Rev. Educ. Res. 59, 117–142. doi: 10.3102/00346543059002117

Finn, J. D., Pannozzo, G. M., and Voelkl, K. E. (1995). Disruptive and inattentive-withdrawn behavior and achievement among fourth graders. Elem. Sch. J. 95, 421–434. doi: 10.1086/461853

Fredricks, J. A., Blumenfeld, P. C., and Paris, A. H. (2004). School engagement: potential of the concept, state of the evidence. Rev. Educ. Res. 74, 59–109. doi: 10.3102/00346543074001059

Fredricks, J. A., and McColskey, W. (2012). “The measurement of student engagement: a comparative analysis of various methods and student self-report instruments,” in Handbook of research on student engagement (New York, NY: Springer), 763–782.

Gao, B., Zhu, S. J., and Wu, J. L. (2021). The relationship between cell phone addiction and learning engagement among college students: the mediating role of self-control and the moderating role of core self-evaluation. Psychol. Dev. Educ. 37, 400–406. doi: 10.16187/j.cnki.issn1001-4918.2021.03.11

Gu, M. (2022). Understanding the relationship between distress intolerance and problematic internet use: the mediating role of coping motives and the moderating role of need frustration. J. Adolesc. 94, 497–512. doi: 10.1002/jad.12032

Guo, J. P., Liu, G. Y., and Yang, L. Y. (2021). Mechanisms and models influencing college students’ learning engagement – a survey based on 311 undergraduate higher education schools. Educ. Res. 42, 104–115.

Hafiz, B., and Shaari, J. A. N. (2013). “Confirmatory factor analysis (CFA) of first order factor measurement model-ICT empowerment in Nigeria,” in International Journal of Business Management and Administration . 2, 81–88.

Hair, J. F., Black, W. C., Babin, B. J., and Anderson, R. E. (2010). Multivariate data analysis (7th. New York Pearson Prentice Hall.

Hair, J. F., Hult, T. M., Ringle, C. M., and Sarstedt, M. (2014). A primer on partial least squares structural equation modeling (PLS-SEM) . Thousand Oaks, CA SAGE.

Hair, J. F., Ringle, C. M., and Sarstedt, M. (2011). PLS-SEM: indeed a silver bullet. J. Mark. Theory Pract. 19, 139–152. doi: 10.2753/MTP1069-6679190202

Haji Anzehai, Z. (2020). Correlation between self-efficacy and addiction to social networks with the motivation of academic achievement in high school students in Tehran. J. Health Promot. Manag. 9, 72–86.

Han, J., and Lu, Q. (2018). “A correlation study among achievement motivation, goal-setting and L2 learning strategy in EFL context,” in English Language Teaching . 11, 5–14.

Hong, J. C., Ye, J. N., Ye, J. H., Wang, C. M., and Cui, Y. T. (2021). Perceived helicopter parenting related to vocational senior high school students’ academic achievement and smartphone addiction. J. Res. Educat. Sci. 66, 1–33. doi: 10.6209/JORIES.202112_66(4).0001

Hong, R. Z., Ye, J. N., Ye, J. H., Wang, C. M., and Cui, Y. T. (2021). A study on the correlation between “mummy’s boys” behavior awareness, academic achievement motivation and cell phone addiction among technology-based high school students. J. Educat. Sci. Res. 66, 1–33. doi: 10.6209/JORIES.202112_66(4).0001

Hu, Q. Z., Wang, L. Y., and Gao, S. B. (2021). The effect of physics teacher trainees’ learning engagement on academic achievement. Higher Educat. Sci. 2021, 53–60.

Hwang, M. Y., Hong, J. C., Ye, J. H., Wu, Y. F., Tai, K. H., and Kiu, M. C. (2019). Practicing abductive reasoning: the correlations between cognitive factors and learning effects. Comput. Educ. 138, 33–45. doi: 10.1016/j.compedu.2019.04.014

Kahu, E. R., and Nelson, K. (2018). Student engagement in the educational interface: understanding the mechanisms of student success. High. Educ. Res. Dev. 37, 58–71. doi: 10.1080/07294360.2017.1344197

Kanat, S. (2019). The relationship between digital game addiction, communication skills and loneliness perception levels of university students. Int. Educ. Stud. 12, 80–93. doi: 10.5539/ies.v12n11p80

Kenny, D. A., Kaniskan, B., and McCoach, D. B. (2015). The performance of RMSEA in models with small degrees of freedom. Sociol. Methods Res. 44, 486–507. doi: 10.1177/0049124114543236

Kesici, A. (2020). The effect of conscientiousness and gender on digital game addiction in high school students. J. Educ. Fut. 18, 43–53. doi: 10.30786/jef.543339

Khan, A., Ahmad, F. H., and Malik, M. M. (2017). Use of digital game based learning and gamification in secondary school science: the effect on student engagement, learning and gender difference. Educ. Inf. Technol. 22, 2767–2804. doi: 10.1007/s10639-017-9622-1

Kuh, G. D., Kinzie, J., Cruce, T., Shoup, R., and Gonyea, R. M. (2007). Connecting the dots: multi-faceted analyses of the relationships between student engagement results from the NSSE, and the institutional practices and conditions that foster student success . Bloomington, IN: Indiana University Center for Postsecondary Research.

Lau, S., Liem, A. D., and Nie, Y. (2008). Task-and self-related pathways to deep learning: the mediating role of achievement goals, classroom attentiveness, and group participation. Br. J. Educ. Psychol. 78, 639–662. doi: 10.1348/000709907X270261

Li, Y., Yao, C., Zeng, S., Wang, X., Lu, T., Li, C., et al. (2019). How social networking site addiction drives university students’ academic achievement: the mediating role of learning engagement. J. Pac. Rim Psychol. 13:e19. doi: 10.1017/prp.2019.12

Liang, L., Zhu, M., Dai, J., Li, M., and Zheng, Y. (2021). The mediating roles of emotional regulation on negative emotion and internet addiction among Chinese adolescents from a development perspective. Front. Psych. 12:608317. doi: 10.3389/fpsyt.2021.608317

Lu, L., Zhang, L., and Wang, L. (2022). The relationship between vocational college students’ liking of teachers and learning engagement: a moderated mediation model. Front. Psychol. 13:998806. doi: 10.3389/fpsyg.2022.998806

Luan, L., Hong, J. C., Cao, M., Dong, Y., and Hou, X. (2020). Exploring the role of online EFL learners’ perceived social support in their learning engagement: a structural equation model. Interact. Learn. Environ. 31, 1703–1714. doi: 10.1080/10494820.2020.1855211

MacKinnon, D. P. (2012). Introduction to statistical mediation analysis . New York Routledge.

McClelland, D. C., Atkinson, J. W., Clark, R. A., and Lowell, E. L. (1976). The achievement motive . Appleton-Century-Crofts, New York.

Mendoza, J. S., Pody, B. C., Lee, S., Kim, M., and McDonough, I. M. (2018). The effects of cellphones on attention and learning: the influence of time, distraction, and nomophobia. Comput. Hum. Behav. 86, 52–60. doi: 10.1016/j.chb.2018.04.027

Meral, S. A. (2019). Students’ attitudes towards learning, a study on their academic achievement and internet addiction. World J. Educat. 9, 109–122. doi: 10.5430/wje.v9n4p109

Miao, J., and Ma, L. (2022). Students’ online interaction, self-regulation, and learning engagement in higher education: the importance of social presence to online learning. Front. Psychol. 13:815220. doi: 10.3389/fpsyg.2022.815220

Mih, V., Mih, C., and Dragoş, V. (2015). Achievement goals and behavioral and emotional engagement as precursors of academic adjusting. Procedia Soc. Behav. Sci. 209, 329–336. doi: 10.1016/j.sbspro.2015.11.243

Nakagawa, S., and Cuthill, I. C. (2007). Effect size, confidence interval and statistical significance: a practical guide for biologists. Biol. Rev. 82, 591–605. doi: 10.1111/j.1469-185X.2007.00027.x

Nong, W., He, Z., Ye, J.-H., Wu, Y.-F., Wu, Y.-T., Ye, J. N., et al. (2023). The relationship between short video flow, addiction, serendipity, and achievement motivation among Chinese vocational school students: the post-epidemic era context. Healthcare 11:462. doi: 10.3390/healthcare11040462

Pan, Y., Zhou, D., and Shek, D. T. L. (2022). Participation in after-school extracurricular activities and cognitive ability among early adolescents in China: moderating effects of gender and family economic status. Front. Pediatr. 10:839473. doi: 10.3389/fped.2022.839473

Qi, H. Y., Liu, J. H., Hou, Y. H., Fan, W. F., Hou, J. P., and Wang, X. Y. (2020). The effect of cell phone addiction types on college students’ learning engagement. Health Prot. Promot. 2020, 88–91. doi: 10.3969/j.issn.1671-0223(x).2020.05.023

Rozgonjuk, D., Saal, K., and That, K. (2018). Problematic smartphone use, deep and surface approaches to learning, and social media use in lectures. Int. J. Environ. Res. Public Health 15:92. doi: 10.3390/ijerph15010092

Saeid, N., and Eslaminejad, T. (2017). Relationship between student’s self-directed-learning readiness and academic self-efficacy and achievement motivation in students. Int. Educ. Stud. 10, 225–232. doi: 10.5539/ies.v10n1p225

Schaufeli, W. B., Martinez, I. M., Pinto, A. M., Salanova, M., and Bakker, A. B. (2002). Burnout and engagement in university students: a cross-national study. J. Cross-Cult. Psychol. 33, 464–481. doi: 10.1177/0022022102033005003

Selya, A. S., Rose, J. S., Dierker, L. C., Hedeker, D., and Mermelstein, R. J. (2012). A practical guide to calculating Cohen’s f 2 , a measure of local effect size, from PROC MIXED. Front. Psychol. 3:111. doi: 10.3389/fpsyg.2012.00111

Shao, Y., and Kang, S. (2022). The link between parent-child relationship and learning engagement among adolescents: the chain mediating roles of learning motivation and academic self-efficacy. Front. Educat. 7:854549. doi: 10.3389/feduc.2022.854549

Shek, D. T., Zhu, X., and Dou, D. (2019). Influence of family processes on internet addiction among late adolescents in Hong Kong. Front. Psych. 10:113. doi: 10.3389/fpsyt.2019.00113

Shumacker, R. E., and Lomax, R. G. (2016). A beginner’s guide to structural equation modeling (4th) New York, NY: Routledge.

Sopiah, C. (2021). The influence of parenting style, achievement motivation and self-regulation on academic achievement. Turk. J. Comput. Math. Educ. 12, 1730–1742. doi: 10.17762/turcomat.v12i10.4635

Stipek, D. (2002). “Good instruction is motivating” in Development of achievement motivation . eds. A. Wigfield and J. Eccles (San Diego, CA: Academic Press)

Story, P. A., Hart, J. W., Stasson, M. F., and Mahoney, J. M. (2009). Using a two-factor theory of achievement motivation to examine performance-based outcomes and self-regulatory processes. Personal. Individ. Differ. 46, 391–395. doi: 10.1016/j.paid.2008.10.023

Sunday, O. J., Adesope, O. O., and Maarhuis, P. L. (2021). The effects of smartphone addiction on learning: a meta-analysis. Comput. Hum. Behav. Rep. 4:100114. doi: 10.1016/j.chbr.2021.100114

Teng, Z., Pontes, H. M., Nie, Q., Griffiths, M. D., and Guo, C. (2021). Depression and anxiety symptoms associated with internet gaming disorder before and during the COVID-19 pandemic: a longitudinal study. J. Behav. Addict. 10, 169–180. doi: 10.1556/2006.2021.00016

Thompson, B. (2002). What future quantitative social science research could look like: confidence intervals for effect sizes. Educ. Res. 31, 25–32. doi: 10.3102/0013189X031003025

Tian, J., Zhao, J. Y., Xu, J. M., Li, Q. L., Sun, T., Zhao, C. X., et al. (2021). Mobile phone addiction and academic procrastination negatively impact academic achievement among Chinese medical students. Front. Psychol. 12:758303. doi: 10.3389/fpsyg.2021.758303

Tsai, S. M., Wang, Y. Y., and Weng, C. M. (2020). A study on digital games internet addiction, peer relationships and learning attitude of senior grade of children in elementary school of Chiayi county. J. Educat. Learn. 9, 13–26. doi: 10.5539/jel.v9n3p13

Wang, M. T., and Eccles, J. S. (2013). School context, achievement motivation, and academic engagement: a longitudinal study of school engagement using a multidimensional perspective. Learn. Instr. 28, 12–23. doi: 10.1016/j.learninstruc.2013.04.002

Weiner, B. (1985). An attributional theory of achievement motivation and emotion. Psychol. Rev. 92, 548–573. doi: 10.1037/0033-295X.92.4.548

World Health Organization (WHO) (2018a). Inclusion of “gaming disorder” in ICD-11 . Available at: https://www.who.int/news/item/14-09-2018-inclusion-of-gaming-disorder-in-icd-11

World Health Organization (WHO) (2018b). WHO releases new international classification of diseases (ICD11) . Available at: https://www.who.int/news/item/18-06-2018-who-releases-new-international-classification-of-diseases-(icd-11)

Wu, Y.-T., Hong, J.-C., Wu, Y.-F., and Ye, J.-H. (2021). eSport addiction, purchasing motivation and continuous purchasing intention on eSport peripheral products. Int. J. e-Education e-Business e-Management e-Learning 11, 21–33. doi: 10.17706/ijeeee.2021.11.1.21-33

Xiang, G. X., Gan, X., Jin, X., and Zhang, Y. H. (2022a). The more developmental assets, the less internet gaming disorder? Testing the cumulative effect and longitudinal mechanism during the COVID-19 pandemic. Curr. Psychol. 1–12, 1–12. doi: 10.1007/s12144-022-03790-9

Xiang, G. X., Gan, X., Jin, X., Zhang, Y. H., and Zhu, C. S. (2022b). Developmental assets, self-control and internet gaming disorder in adolescence: testing a moderated mediation model in a longitudinal study. Front. Public Health 10:808264. doi: 10.3389/fpubh.2022.808264

Xiang, G. X., Li, H., Gan, X., Qin, K. N., Jin, X., and Wang, P. Y. (2022c). School resources, self-control and problem behaviors in Chinese adolescents: a longitudinal study in the post-pandemic era. Curr. Psychol. 1-13, 1–13. doi: 10.1007/s12144-022-04178-5

Xiong, Y., Li, H., Kornhaber, M. L., Suen, H. K., Pursel, B., and Goins, D. D. (2015). Examining the relations among student motivation, engagement, and retention in a MOOC: a structural equation modeling approach. Glob. Educ. Rev. 2, 23–33.

Yang, J., Peng, M. Y. P., Wong, S., and Chong, W. (2021). How E-learning environmental stimuli influence determinates of learning engagement in the context of COVID-19? SOR model perspective. Front. Psychol. 12:584976. doi: 10.3389/fpsyg.2021.584976

Yang, X., Zhang, M., Kong, L., Wang, Q., and Hong, J. C. (2021). The effects of scientific self-efficacy and cognitive anxiety on science engagement with the “question-observation-doing-explanation” model during school disruption in COVID-19 pandemic. J. Sci. Educ. Technol. 30, 380–393. doi: 10.30773/pi.2020.0034

Yayman, E., and Bilgin, O. (2020). Relationship between social media addiction, game addiction and family functions. Int. J. Evaluat. Res. Educat. 9, 979–986. doi: 10.11591/ijere.v9i4.20680

Ye, J. H., Wang, C. M., and Ye, J. N. (2020). An analysis of the relationship between achievement motivation, learning engagement and continuous improvement attitudes of technical vocational college students. J. Natl. Taichung Univ. Sci. Technol. 7, 1–20. doi: 10.6902/JNTUST.202012_7(2).0001

Ye, J. H., Wu, Y. F., Nong, W., Wu, Y. T., Ye, J. N., and Sun, Y. (2023). The association of short-video problematic use, learning engagement, and perceived learning ineffectiveness among Chinese vocational students. Healthcare 11:161. doi: 10.3390/healthcare11020161

Ye, J. H., Wu, Y. T., Wu, Y. F., Chen, M. Y., and Ye, J. N. (2022). Effects of short video addiction on the motivation and well-being of Chinese vocational college students. Front. Public Health 10:847672. doi: 10.3389/fpubh.2022.847672

Yu, L., and Shek, D. T. L. (2013). Internet addiction in Hong Kong adolescents: a three-year longitudinal study. J. Pediatr. Adolesc. Gynecol. 26, S10–S17. doi: 10.1016/j.jpag.2013.03.010

Zhang, N. (2012). A review of Chinese domestic and international research on learning engagement and its school influences. Psychol. Res. 5, 83–92.

Zhang, Y., Qin, X., and Ren, P. (2018). Adolescents’ academic engagement mediates the association between internet addiction and academic achievement: the moderating effect of classroom achievement norm. Comput. Hum. Behav. 89, 299–307. doi: 10.1016/j.chb.2018.08.018

Zhao, H., Xiong, J., Zhang, Z., and Qi, C. (2021). Growth mindset and college students’ learning engagement during the COVID-19 pandemic: a serial mediation model. Front. Psychol. 12:621094. doi: 10.3389/fpsyg.2021.621094

Zhou, H. (2009). The effect of cooperative learning in basketball teaching on social behavior and academic achievement motivation. Zhejiang Sport Sci. 31, 109–112.

Keywords: college students, online game addiction, learning engagement, reduced academic achievement motivation, online games

Citation: Sun R-Q, Sun G-F and Ye J-H (2023) The effects of online game addiction on reduced academic achievement motivation among Chinese college students: the mediating role of learning engagement. Front. Psychol . 14:1185353. doi: 10.3389/fpsyg.2023.1185353

Received: 13 March 2023; Accepted: 08 June 2023; Published: 13 July 2023.

Reviewed by:

Copyright © 2023 Sun, Sun and Ye. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY) . The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

*Correspondence: Jian-Hong Ye, [email protected]

† These authors have contributed equally to this work and share first authorship

Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.

Information

  • Author Services

Initiatives

You are accessing a machine-readable page. In order to be human-readable, please install an RSS reader.

All articles published by MDPI are made immediately available worldwide under an open access license. No special permission is required to reuse all or part of the article published by MDPI, including figures and tables. For articles published under an open access Creative Common CC BY license, any part of the article may be reused without permission provided that the original article is clearly cited. For more information, please refer to https://www.mdpi.com/openaccess .

Feature papers represent the most advanced research with significant potential for high impact in the field. A Feature Paper should be a substantial original Article that involves several techniques or approaches, provides an outlook for future research directions and describes possible research applications.

Feature papers are submitted upon individual invitation or recommendation by the scientific editors and must receive positive feedback from the reviewers.

Editor’s Choice articles are based on recommendations by the scientific editors of MDPI journals from around the world. Editors select a small number of articles recently published in the journal that they believe will be particularly interesting to readers, or important in the respective research area. The aim is to provide a snapshot of some of the most exciting work published in the various research areas of the journal.

Original Submission Date Received: .

  • Active Journals
  • Find a Journal
  • Proceedings Series
  • For Authors
  • For Reviewers
  • For Editors
  • For Librarians
  • For Publishers
  • For Societies
  • For Conference Organizers
  • Open Access Policy
  • Institutional Open Access Program
  • Special Issues Guidelines
  • Editorial Process
  • Research and Publication Ethics
  • Article Processing Charges
  • Testimonials
  • Preprints.org
  • SciProfiles
  • Encyclopedia

electronics-logo

Article Menu

effects of computer addiction to students research paper

  • Subscribe SciFeed
  • Recommended Articles
  • Google Scholar
  • on Google Scholar
  • Table of Contents

Find support for a specific problem in the support section of our website.

Please let us know what you think of our products and services.

Visit our dedicated information section to learn more about MDPI.

JSmol Viewer

Digital addiction: systematic review of computer game addiction impact on adolescent physical health.

effects of computer addiction to students research paper

1. Introduction

2. systematic planning, research questions, 3. methodology, 3.1. focus group discussion, 3.1.1. group 1: medical experts, 3.1.2. group 2: professional game experts, 3.2. literature search, 3.2.1. the review protocol, 3.2.2. database and selection criteria, 3.2.3. search strategy, 3.2.4. publication selection, 3.2.5. data extraction, 3.2.6. risk of bias across studies, 4. results and discussions, 4.1. rq1: digital addiction (da), 4.1.1. rq1.0: what is addiction, 4.1.2. rq1.1: what is da, 4.1.3. rq1.2: what are the causes of da.

  • Achievers—always aim to achieve the goals set in the computer game (such as ranking higher in levels, reputations, and collection of treasure).
  • Explorers—players are primarily interested in the study of the environment of the simulated world (such as geography and physics).
  • Socializers—are interested in interacting with another player—either to impose themselves or to promote themselves.
  • Killers—keep their interaction alive with other players—they keep communication and role-play active for teamwork.

4.1.4. RQ1.3: How Does DA Impact an Addict?

4.1.5. rq1.4: how does the withdrawal of the addictive substance impact an addict, 4.2. rq2: internet gaming disorder (igd), 4.2.1. rq2.0: what is igd, 4.2.2. rq2.1: what are the causes of computer game addiction, 4.2.3. rq2.2: what are the effects of excessive computer gaming/igd, 4.2.4. rq2.3: is igd diagnosable and curable, 4.3. rq3: what are the factors of da in computer games which influence malaysian adolescents.

  • Time management—most computer gamers tend to spend extensive hours playing computer games, and they often spend late nights online with their gaming community. This situation raises concerns, as spending too much time on computer games affects the gamer’s personal and professional life as a result.
  • Social life—social life is related to the relationship of the individual with family, friends, and their surrounding community. The five DA components related to the DA factor of social life will become a part of the personal lives of gamers. For instance, salience causes gamers to consider playing a game as an essential part of life. Mood modification lets gamers have mood swings and tend to spend more time playing games in their room. Relapse causes gaming behavior to become an addiction and keep repeating the gaming sessions. Harm causes gamers to think and behave aggressively with people around them, as aggression is a part of a computer game—MMOGs. Conflict is a situation where gamers challenge each other online, which, if brought into real-life, may cause harm and danger to other people.
  • Psychological and behavior—Physical and behavioral components of addiction include physical health, loss of control, and withdrawal. Physical health, as mentioned before, is a situation where gamers have issues with their health physically, such as neck and back pain. Loss of control includes mood swings, and withdrawal is the behavior changes of the addict when they are withdrawn from the addictive substance.

4.4. RQ4: What Are the Components of DA in Computer Games Which Influence Malaysian Adolescents?

4.5. rq5: what are the consequences of computer game addiction on adolescent physical health.

  • Obesity—computer games addiction may cause adolescents to gain weight and become obese as gamers tend to continue eating while playing computer games, and at the same time, have no active physical movement to burn the added calories.
  • Back pain and neck pain—an extensive computer gaming period may cause gamers to have back and neck pain, as they tend to sit in the same position for hours while playing computer games.
  • Orthopaedic/joint muscle—Some might have orthopedic/joint problems, called gamer’s thumb, or hand injuries due to spending an excessive amount of time using a mouse and keyboard.
  • Eyesight problems—excessive computer gaming and the use of screens negatively impact eyesight. A study by Lee et al. [ 54 ] has specifically focused on the effect of excessive computer gaming on binocular vision. The result suggests that excessive and constant gaming activity on computers causes both the weakening of visual functions and ocular and physical fatigue.
  • Hearing problems—computer gamers may also have reduced hearing ability, as they are used to listening to loud noises using their headphones. Some of the noises include loud sound effects, such as shooting, explosions, engines roaring, and other loud sound effects that are designed to immerse gamers into the gaming world.
  • Physical inactivity—computer gamers tend to spend more time playing computer games in a room instead of going for outdoor activities.

5. Discussion

6. conclusions, author contributions, informed consent statement, conflicts of interest.

No.AuthorsFactors of DA
Time
Management
Social LifePsychological
Behavior
1Ko CH, Yen JY, Chen CC, Chen SH, Yen CF. 2005xxx
2Chan PA, Rabinowitz T. 2006 xx
3Kim EJ, Namkoong K, Ku T, Kim SJ. 2008 xx
4Lemmens JS, Valknburg PM, Peter J. 2009xxx
5Lemmens JS, Valknburg PM, Peter J. 2009axxx
6Skoric MM, Teo LLC, Neo RL. 2009 xx
7Rehbein F, Psych G, Kleimann M, Mediasci G, Mößle T. 2010xxx
8Thomas NJ, Martin FH. 2010xxx
9Rehbein F, Psych G, Kleimann M, Mediasci G, Mößle T. 2010axxx
10Thomas NJ, Martin FH. 2010axxx
11van Rooij AJ, Schoenmakers TM, van de Eijnden RJ, van de Mheen D. 2010 xx
12Lemmens JS, Valknburg PM, Peter J, 2011xxx
13Lemmens JS, Valknburg PM, Peter J, 2011axxx
14Lemmens JS, Valknburg PM, Peter J, 2011bxxx
15Van Rooij AJ, Schoenmakers TM, Van de Eijnden RJ, Van de Mheen D. 2011 xx
16Kuss DJ, Griffiths MD. 2011x x
17Kuss DJ, Griffiths MD. 2011axxx
18Kuss DJ, Griffiths MD. 2012xxx
19Kuss DJ. 2013xxx
20King DL, Haagsma MC, Delfabbro PH, Gradisar M, Griffiths MD. 2013xxx
21Kuss DJ, Griffiths MD, Binder JF. 2013xxx
22Lee ZW, Cheung CM, Chan TK. 2015xxx
23Li W, O’Brien JE, Snyder SM, Howard MO. 2015xxx
24Brunborg GS, Hanss D, Mentzoni RA, Pallesen S. 2015xxx
25Andreassen CS. 2015xxx
26You S, Kim E, Lee D. 2017 x
27Taylor T. 2016xxx
28Khan A, Muqtadir R. 2016xxx
29Smohai M, Urbán R, Griffiths MD, Király O, Mirnics Z, Vargha A, Demetrovics Z. 2017xxx
30Taylor T. 2016axxx
31King DL, Kaptsis D, Delfabbro PH, Gradisar M. 2016x x
32Lee WY. 2015xxx
33Monacis L, Palo VD, Griffiths MD, Sinatra M. 2016xxx
34King DL, Herd MC, Delfabbro PH. 2017x
35Kwok SW, Lee PH, Lee RL. 2017xxx
36Krossbakken E, Pallesen S, Molde H, Mentzoni RA, Finserås TR. 2017xxx
37Hawi NS, Samaha M. 2017xxx
38Kesici A, Tunç NF. 2018xxx
  • Caplan, S.; Williams, D.; Yee, N. Problematic Internet use and psychosocial well-being among MMO players. Comput. Hum. Behav. 2009 , 25 , 1312–1319. [ Google Scholar ] [ CrossRef ]
  • Ali, R. Digital Motivation, Digital Addiction and Responsibility Requirements. In Proceedings of the 2018 1st International Workshop on Affective Computing for Requirements Engineering (AffectRE), Banff, AB, Canada, 21 August 2018. [ Google Scholar ]
  • Kuhu, P.A.; SarojVerma. Role of Internet Addiction in Mental Health Problems of College Students. Psychol. Behav. Sci. Int. J. 2017 , 2 , 555–591. [ Google Scholar ]
  • Shirinkam, M.S.; Shahsavarani, A.M.; Toroghi, L.M.; Mahmoodabadi, M.; Mohammadi, A.; Sattari, K. Internet addiction antecendants: Self-control as a predictor. Int. J. Med Res. Health Sci. 2016 , 5 , 115–143. [ Google Scholar ]
  • Yeap, J.A.L.; Ramayah, T.; Kurnia, S.; Halim, H.A.; Ahmad, N.H. The assessment of Internet addiction among university students: Some findings from a focus group. Teh. Vjesn. 2015 , 22 , 105–111. [ Google Scholar ] [ CrossRef ] [ Green Version ]
  • Santos, V.; Freire, R.; Zugliani, M.; Cirillo, P.; Santos, H.H.; Nardi, A.E.; King, A.L.S. Treatment outcomes in patients with Internet Addiction and anxiety. MedicalExpress 2017 , 4 . [ Google Scholar ] [ CrossRef ] [ Green Version ]
  • Keele, S. Guidelines for Performing Systematic Literature Reviews in Software Engineering ; EBSE: Goyang City, Korea, 2007. [ Google Scholar ]
  • Ahmed, Y.A.; Ahmad, M.N.; Ahmad, N.; Zakaria, N.H. Social media for knowledge-sharing: A systematic literature review. Telemat. Inform. 2019 , 37 , 72–112. [ Google Scholar ] [ CrossRef ]
  • Moher, D.; Liberati, A.; Tetzlaff, J.; Altman, D.G.; Prisma Group. Preferred reporting items for systematic reviews and meta-analyses: The PRISMA statement. PLoS Med. 2009 , 6 , e1000097. [ Google Scholar ] [ CrossRef ] [ Green Version ]
  • Kuss, D.J.; Griffiths, M.D.; Pontes, H.M. Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder: Issues, concerns, and recommendations for clarity in the field. J. Behav. Addict. 2017 , 6 , 103–109. [ Google Scholar ] [ CrossRef ] [ Green Version ]
  • Lehenbauer-Baum, M.; Fohringer, M. Towards classification criteria for Internet Gaming Disorder: Debunking differences between addiction and high engagement in a German sample of World of Warcraft players. Comput. Hum. Behav. 2015 , 45 , 345–351. [ Google Scholar ] [ CrossRef ]
  • Alrobai, A.; McAlaney, J.; Dogan, H.; Phalp, K.; Ali, R. Exploring the requirements and design of persuasive intervention technology to combat digital addiction. In Human-Centered and Error-Resilient Systems Development ; Springer: Berlin/Heidelberg, Germany, 2016; pp. 130–150. [ Google Scholar ]
  • Tzavela, E.C.; Karakitsou, C.; Halapi, E.; Tsitsika, A.K. Adolescent digital profiles: A process-based typology of highly engaged Internet users. Comput. Hum. Behav. 2017 , 69 , 246–255. [ Google Scholar ] [ CrossRef ]
  • Internet Users Survey 2018 ; Suruhanjaya Komunikasi dan Multimedia Malaysia: Cyberjaya, Malaysia, 2018.
  • Aziz, A. RM10m Allocation for eSports a Great Start, Says MDec. 2018. Available online: https://www.theedgemarkets.com/article/rm10m-allocation-esports-great-start-says-mdec (accessed on 22 October 2020).
  • Cunningham, G.B.; Fairley, S.; Ferkins, L.; Kerwin, S.; Lock, D.; Shaw, S.; Wicker, P. eSport: Construct specifications and implications for sport management. Sport Manag. Rev. 2018 , 21 , 1–6. [ Google Scholar ] [ CrossRef ] [ Green Version ]
  • Daily, T.S. Internet Addiction among M’sians Has Reached Alarming Rate: Jailani. 2017. Available online: https://www.thesundaily.my/archive/internet-addiction-among-msians-has-reached-alarming-rate-jailani-BUARCH512374 (accessed on 23 September 2018).
  • Daily, T.S. Internet Addiction Can Dominate Lives of Children: Rosmah. 2017. Available online: https://www.thesundaily.my/archive/internet-addiction-can-dominate-lives-children-rosmah-LTARCH495320 (accessed on 22 July 2018).
  • Kapahi, A.; Ling, C.S.; Ramadass, S.; Abdullah, N. Internet addiction in Malaysia causes and effects. iBusiness 2013 , 5 , 33745. [ Google Scholar ] [ CrossRef ] [ Green Version ]
  • Pontes, H.M.; Griffiths, M.D. Internet addiction disorder and Internet gaming disorder are not the same. J. Addict. Res. Ther. 2014 , 5 , e124. [ Google Scholar ]
  • Király, O.; Sleczka, P.; Pontes, H.M.; Urbán, R.; Griffiths, M.D.; Demetrovics, Z. Validation of the ten-item Internet Gaming Disorder Test (IGDT-10) and evaluation of the nine DSM-5 Internet Gaming Disorder criteria. Addict. Behav. 2017 , 64 , 253–260. [ Google Scholar ] [ CrossRef ] [ Green Version ]
  • King, D.L.; Kaptsis, D.; Delfabbro, P.H.; Gradisar, M. Craving for Internet games? Withdrawal symptoms from an 84-h abstinence from massively multiplayer online gaming. Comput. Hum. Behav. 2016 , 62 , 488–494. [ Google Scholar ] [ CrossRef ]
  • Bartle, R.A. Design principles. Mult. Soc. Asp. Digit. Gaming 2013 , 3 , 10. [ Google Scholar ]
  • Kwak, J.Y.; Kim, J.Y.; Yoon, Y.W. Effect of parental neglect on smartphone addiction in adolescents in South Korea. Child Abus. Negl. 2018 , 77 , 75–84. [ Google Scholar ] [ CrossRef ] [ PubMed ]
  • Lin, M.-P.; Wu, J.Y.-W.; You, J.; Hu, W.-H.; Yen, C.-F. Prevalence of Internet addiction and its risk and protective factors in a representative sample of senior high school students in Taiwan. J. Adolesc. 2018 , 62 , 38–46. [ Google Scholar ] [ CrossRef ]
  • Jansz, J.; Martens, L. Gaming at a LAN event: The social context of playing video games. New Media Soc. 2005 , 7 , 333–355. [ Google Scholar ] [ CrossRef ]
  • Peters, C.S.; Malesky, L.A., Jr. Problematic usage among highly-engaged players of massively multiplayer online role playing games. Cyberpsychol. Behav. 2008 , 11 , 481–484. [ Google Scholar ] [ CrossRef ] [ PubMed ]
  • Lim, J.-A.; Lee, J.; Jung, H.Y.; Sohn, B.K.; Choi, S.; Kim, Y.J.; Kim, D.; Choi, J.-S. Changes of quality of life and cognitive function in individuals with Internet Gaming Disorder: A 6-month follow-up. Medicine 2016 , 95 , e5695. [ Google Scholar ] [ CrossRef ]
  • Mo, P.K.H.; Chan, V.W.Y.; Chan, S.W.; Lau, J.T.F. The role of social support on emotion dysregulation and Internet addiction among Chinese adolescents: A structural equation model. Addict. Behav. 2018 , 82 , 86–93. [ Google Scholar ] [ CrossRef ]
  • Latif, R.A.; Aziz, N.A.; Jalil, M.T.A. Impact of online games among undergraduate students. In Proceedings of the 6th International Conference on Computing Informatics, Cheonan, Korea, 25–27 April 2017; pp. 523–532. [ Google Scholar ]
  • Rho, M.J.; Jeong, J.-E.; Chun, J.-W.; Cho, H.; Jung, J.; Choi, Y.; Kim, D.J. Predictors and patterns of problematic {Internet} game use using a decision tree model. J. Behav. Addict. 2016 , 5 , 500–509. [ Google Scholar ] [ CrossRef ] [ Green Version ]
  • Chang, S.-L.; Chen, C.-Y. An exploration of the tendency to online game addiction due to user’s liking of design features. Asian J. Health Inf. Sci. 2008 , 3 , 38–51. [ Google Scholar ]
  • Roh, D.; Bhang, S.-Y.; Choi, J.-S.; Kweon, Y.S.; Lee, S.-K.; Potenza, M.N. The validation of Implicit Association Test measures for smartphone and Internet addiction in at-risk children and adolescents. J. Behav. Addict. 2018 , 7 , 79–87. [ Google Scholar ] [ CrossRef ] [ PubMed ]
  • Khazaal, Y.; Billieux, J.; Thorens, G.; Khan, R.; Louati, Y.; Scarlatti, E.; Theintz, F.; Lederrey, J.; Van Der Linden, M.; Zullino, D. French validation of the Internet addiction test. Cyberpsychol. Behav. 2008 , 11 , 703–706. [ Google Scholar ] [ CrossRef ]
  • Muhaimin, M.; Aziz, N.; Ariffin, M. Problematic of Massively Multiplayer Online Game Addiction in Malaysia. In Proceedings of the International Conference of Reliable Information and Communication Technology, Kuala Lumpur, Malaysia, 23–24 June 2018; pp. 749–760. [ Google Scholar ]
  • Aziz, N.; Iida, H.; Ariffin, M.; Akhir, E.A.P.; Sugathan, S.K. Massively Multiplayer Online Game (MMOG) impact towards Malaysian youth’s time management, social life and psychology. Adv. Sci. Lett. 2018 , 24 , 1754–1757. [ Google Scholar ] [ CrossRef ]
  • Wan, C.-S.; Chiou, W.-B. Why are adolescents addicted to online gaming? An interview study in Taiwan. Cyberpsychol. Behav. 2006 , 9 , 762–766. [ Google Scholar ] [ CrossRef ] [ PubMed ]
  • Do, E.Y.; Hong, Y.R. Factors Influencing Internet Game Addiction in Middle School Students. Med. Leg. Update 2020 , 20 , 2167–2172. [ Google Scholar ]
  • Adiele, I.; Olatokun, W. Prevalence and determinants of Internet addiction among adolescents. Comput. Hum. Behav. 2014 , 31 , 100–110. [ Google Scholar ] [ CrossRef ]
  • Jamaluddin, H.; Ahmad, Z.; Zainal, N. Exploratory Study on Internet Addiction among Varsity Students in Malaysia. In Proceedings of the International Conference on e-Commerce, e-Administration, e-Society, e-Education, and e-Technology (e-CASE &e-TECH 2011), Tokyo, Japan, 19–21 January 2011. [ Google Scholar ]
  • Shubnikova, E.G.; Khuziakhmetov, A.N.; Khanolainen, D.P. Internet-addiction of adolescents: Diagnostic problems and pedagogical prevention in the educational environment. Eur. J. Math. Sci. Technol. Educ. 2017 , 13 , 5261–5271. [ Google Scholar ] [ CrossRef ]
  • Son, D.T.; Yasuoka, J.; Poudel, K.C.; Otsuka, K.; Jimba, M. Massively multiplayer online role-playing games (MMORPG): Association between its addiction, self-control and mental disorders among young people in Vietnam. Int. J. Soc. Psychiatry 2013 , 59 , 570–577. [ Google Scholar ] [ CrossRef ]
  • Krossbakken, E.; Pallesen, S.; Molde, H.; Mentzoni, R.A.; Finserås, T.R. Not good enough? Further comments to the wording, meaning, and the conceptualization of Internet Gaming Disorder: Commentary on: Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder: Issues, concerns, and recommendations for clarit. J. Behav. Addict. 2017 , 6 , 114–117. [ Google Scholar ] [ CrossRef ] [ PubMed ] [ Green Version ]
  • Yee, N. Motivations for Play in Online Games. Cyberpsychol. Behav. 2006 , 9 , 772–775. [ Google Scholar ] [ CrossRef ]
  • King, D.L.; Herd, M.C.E.; Delfabbro, P.H. Motivational components of tolerance in Internet Gaming Disorder. Comput. Hum. Behav. 2018 , 78 , 133–141. [ Google Scholar ] [ CrossRef ]
  • Chou, T.-J.; Ting, C.-C. The role of flow experience in cyber-game addiction. Cyberpsychol. Behav. 2003 , 6 , 663–675. [ Google Scholar ] [ CrossRef ]
  • Sim, T.; Gentile, D.A.; Bricolo, F.; Serpelloni, G.; Gulamoydeen, F. A conceptual review of research on the pathological use of computers, video games, and the Internet. Int. J. Ment. Health Addict. 2012 , 10 , 748–769. [ Google Scholar ] [ CrossRef ] [ Green Version ]
  • Allen, J.; Anderson, C.A. Satisfaction and frustration of basic psychological needs in the real world and in video games predict {Internet Gaming Disorder} scores and well-being. Comput. Hum. Behav. 2018 , 84 , 220–229. [ Google Scholar ] [ CrossRef ]
  • Sung, Y.; Nam, T.-H.; Hwang, M.H. Attachment style, stressful events, and Internet gaming addiction in Korean university students. Personal. Individ. Differ. 2020 , 154 , 109724. [ Google Scholar ] [ CrossRef ]
  • Alzahrani, A.I.; Mahmud, I.; Ramayah, T.; Alfarraj, O.; Alalwan, N. Extending the theory of planned behavior (TPB) to explain online game playing among Malaysian undergraduate students. Telemat. Inform. 2017 , 34 , 239–251. [ Google Scholar ] [ CrossRef ]
  • Norliah, K.; Safiah, S.; Izharrudin, Z.; Kamalrudin, M.; Hassan, M.A.; Mohamed, S. Internet Usage Pattern and Types of {Internet} Users among Malaysian University Students. J. Eng. Appl. Sci. 2017 , 12 , 1433–1439. [ Google Scholar ]
  • Othman, Z.; Lee, C.W. Internet addiction and depression among college students in Malaysia. Int. Med, J. 2017 , 24 , 447–450. [ Google Scholar ]
  • Poli, R. Internet addiction update: Diagnostic criteria, assessment and prevalence. Neuropsychiatry 2017 , 7 , 4–8. [ Google Scholar ] [ CrossRef ]
  • Lee, J.-W.; Cho, H.G.; Moon, B.-Y.; Kim, S.-Y.; Yu, D.-S. Effects of prolonged continuous computer gaming on physical and ocular symptoms and binocular vision functions in young healthy individuals. PeerJ 2019 , 7 , e7050. [ Google Scholar ] [ CrossRef ] [ PubMed ]

Click here to enlarge figure

IDResearch QuestionMotivation
RQ1Digital addiction (DA)To answer research questions regarding DA.
RQ1.0What is addiction?To get a clear definition of the term “addiction”
RQ1.1What is DA?To get a clear definition of DA.
RQ1.2What are the causes of DA?To explore the possible causes of DA.
RQ1.3How does DA impact an addict?To explain the impact of DA on an addict.
RQ1.4How does the withdrawal of the addictive substance impact an addict?To understand how the withdrawal of the addictive substance impacts an addict.
RQ2Internet Gaming Disorder (IGD)To answer research questions regarding IGD.
RQ2.0What is IGD?To define IGD.
RQ2.1What are the causes of computer game addiction?To explore the possible cause of computer game addiction.
RQ2.2What are the effects of excessive computer gaming/IGD?To explain the impact of excessive computer gaming on the addict.
RQ2.3Is IGD diagnosable and curable?To explore the possible chances of curing IGD.
RQ3What are the factors of DA in computer games which influence Malaysian adolescents?To explore the DA factors in computer games among Malaysian adolescents.
RQ4What are the components of DA in computer games which influence Malaysian adolescents?To explore the DA components among Malaysian adolescents.
RQ5What are the consequences of computer game addiction on adolescent physical health?To explore the impact of computer game addiction on the physical health of an adolescent.
Inclusion CriteriaExclusion Criteria
KeywordDatabase
(Last Retrieved)
Full Query Syntax
Digital
addiction
ScienceDirect
(21 Nov. 2020)
General query: digital addiction
Title, abstract, keywords: “physical health” AND “adolescent”
Year published: 2016−2020
SpringerLink
(21 Nov. 2020)
Using Advanced Search:
Query: {“Digital addiction” AND (“physical health AND adolescent”)}
Year published: 2016–2020
ACM DL
(21 Nov. 2020)
“query”: { Title:(Digital addiction) AND Fulltext:(Digital addiction) AND Fulltext:(physical health) AND Fulltext:(adolescent) }
“filter”: { Publication Date: (01/01/2016 TO 12/31/2020),
ACM Content: DL, NOT VirtualContent: true }
IEEE Xplore
(21 Nov. 2020)
General query: digital addiction
Filter: Selection based on title suitability
Computer
game
addiction
ScienceDirect
(21 Nov. 2020)
General query: computer game addiction
Title, abstract, keywords: “physical health” AND “adolescent”
Year published: 2016–2020
SpringerLink
(21 Nov. 2020)
Using Advanced Search:
Query: {“Computer game addiction” AND (“physical health AND adolescent”)}
Year published: 2016–2020
ACM DL
(21 Nov. 2020)
“query”: { Title:(Computer game addiction)
AND Fulltext:(Computer game addiction)
AND Fulltext:(physical health) AND Fulltext:(adolescent) }
“filter”: { Publication Date: (01/01/2016 TO 12/31/2020),
ACM Content: DL, NOT VirtualContent: true }
IEEE Xplore
(21 Nov. 2020)
General query: computer game addiction
Filter: Selection based on title suitability
Internet
game
addiction
ScienceDirect
(21 Nov. 2020)
General query: Internet game addiction
Title, abstract, keywords: “physical health” AND adolescent"
Year published: 2016–2020
SpringerLink
(21 Nov. 2020)
Using Advanced Search:
Query: {“Internet game addiction” AND (“physical health AND adolescent”)}
Year published: 2016–2020
ACM DL
(21 Nov. 2020)
“query”: { Title:(Internet game addiction)
AND Fulltext:(Internet game addiction)
AND Fulltext:(physical health) AND Fulltext:(adolescent) }
“filter”: { Publication Date: (01/01/2016 TO 12/31/2020),
ACM Content: DL, NOT VirtualContent: true }
IEEE Xplore
(21 Nov. 2020)
General query: internet game addiction
Filter: Selection based on title suitability
Type of BiasMethods Used to Avoid Bias
Interview bias
Citation bias
YearType of Identified PublicationsTotal
JournalThesisConferenceBookReport
19961----1
1999---1-1
2002--1--1
20032----2
20041----1
20053--1-4
200642---6
20073-1--4
20086---17
20095----5
20105-1--6
20114---15
201272-2-11
20137111-10
201411-1--12
2015202--123
201619131-24
20173131-136
201819-1--20
201912-1--13
20204----4
Factor of DADescription of ActivitiesConsequences on
Physical Health
Psychological
behavior
Playing computer games is a sedentary activity. Gamers tend to spend time playing games indoors instead of performing outdoor activities. Hence, they are prone to the risk of obesity, especially when they eat while playing computer games.Obesity
Prolonged physical immobility will lead to muscle pain such as back and neck pain.Back pain and neck pain
Using a mouse and keyboard for a long time causes muscle problems in fingers and hands.Orthopaedic/
joint muscle
Having a long on-screen time can cause dry eyes and eyesight problems.Eyesight
problem
Continuous exposure to loud noise from headphones can reduce hearing ability.Hearing
problem
Computer gamers tend to have much less physical activity than other people as they spend more time playing computer games in a room.Physical
inactivity
MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Share and Cite

Aziz, N.; Nordin, M.J.; Abdulkadir, S.J.; Salih, M.M.M. Digital Addiction: Systematic Review of Computer Game Addiction Impact on Adolescent Physical Health. Electronics 2021 , 10 , 996. https://doi.org/10.3390/electronics10090996

Aziz N, Nordin MJ, Abdulkadir SJ, Salih MMM. Digital Addiction: Systematic Review of Computer Game Addiction Impact on Adolescent Physical Health. Electronics . 2021; 10(9):996. https://doi.org/10.3390/electronics10090996

Aziz, Norshakirah, Md Jan Nordin, Said Jadid Abdulkadir, and Muhammad Muhaimin M. Salih. 2021. "Digital Addiction: Systematic Review of Computer Game Addiction Impact on Adolescent Physical Health" Electronics 10, no. 9: 996. https://doi.org/10.3390/electronics10090996

Article Metrics

Article access statistics, further information, mdpi initiatives, follow mdpi.

MDPI

Subscribe to receive issue release notifications and newsletters from MDPI journals

IEEE Account

  • Change Username/Password
  • Update Address

Purchase Details

  • Payment Options
  • Order History
  • View Purchased Documents

Profile Information

  • Communications Preferences
  • Profession and Education
  • Technical Interests
  • US & Canada: +1 800 678 4333
  • Worldwide: +1 732 981 0060
  • Contact & Support
  • About IEEE Xplore
  • Accessibility
  • Terms of Use
  • Nondiscrimination Policy
  • Privacy & Opting Out of Cookies

A not-for-profit organization, IEEE is the world's largest technical professional organization dedicated to advancing technology for the benefit of humanity. © Copyright 2024 IEEE - All rights reserved. Use of this web site signifies your agreement to the terms and conditions.

U.S. flag

An official website of the United States government

The .gov means it’s official. Federal government websites often end in .gov or .mil. Before sharing sensitive information, make sure you’re on a federal government site.

The site is secure. The https:// ensures that you are connecting to the official website and that any information you provide is encrypted and transmitted securely.

  • Publications
  • Account settings

Preview improvements coming to the PMC website in October 2024. Learn More or Try it out now .

  • Advanced Search
  • Journal List
  • Bentham Open Access

Logo of benthamopen

Internet Addiction: A Brief Summary of Research and Practice

Hilarie cash.

a reSTART Internet Addiction Recovery Program, Fall City, WA 98024

Cosette D Rae

Ann h steel, alexander winkler.

b University of Marburg, Department for Clinical Psychology and Psychotherapy, Gutenbergstraße 18, 35032 Marburg, Germany

Problematic computer use is a growing social issue which is being debated worldwide. Internet Addiction Disorder (IAD) ruins lives by causing neurological complications, psychological disturbances, and social problems. Surveys in the United States and Europe have indicated alarming prevalence rates between 1.5 and 8.2% [1]. There are several reviews addressing the definition, classification, assessment, epidemiology, and co-morbidity of IAD [2-5], and some reviews [6-8] addressing the treatment of IAD. The aim of this paper is to give a preferably brief overview of research on IAD and theoretical considerations from a practical perspective based on years of daily work with clients suffering from Internet addiction. Furthermore, with this paper we intend to bring in practical experience in the debate about the eventual inclusion of IAD in the next version of the Diagnostic and Statistical Manual of Mental Disorders (DSM).

INTRODUCTION

The idea that problematic computer use meets criteria for an addiction, and therefore should be included in the next iteration of the Diagnostic and Statistical Manual of Mental Disorders (DSM) , 4 th ed. Text Revision [ 9 ] was first proposed by Kimberly Young, PhD in her seminal 1996 paper [ 10 ]. Since that time IAD has been extensively studied and is indeed, currently under consideration for inclusion in the DSM-V [ 11 ]. Meanwhile, both China and South Korea have identified Internet addiction as a significant public health threat and both countries support education, research and treatment [ 12 ]. In the United States, despite a growing body of research, and treatment for the disorder available in out-patient and in-patient settings, there has been no formal governmental response to the issue of Internet addiction. While the debate goes on about whether or not the DSM-V should designate Internet addiction a mental disorder [ 12 - 14 ] people currently suffering from Internet addiction are seeking treatment. Because of our experience we support the development of uniform diagnostic criteria and the inclusion of IAD in the DSM-V [ 11 ] in order to advance public education, diagnosis and treatment of this important disorder.

CLASSIFICATION

There is ongoing debate about how best to classify the behavior which is characterized by many hours spent in non-work technology-related computer/Internet/video game activities [ 15 ]. It is accompanied by changes in mood, preoccupation with the Internet and digital media, the inability to control the amount of time spent interfacing with digital technology, the need for more time or a new game to achieve a desired mood, withdrawal symptoms when not engaged, and a continuation of the behavior despite family conflict, a diminishing social life and adverse work or academic consequences [ 2 , 16 , 17 ]. Some researchers and mental health practitioners see excessive Internet use as a symptom of another disorder such as anxiety or depression rather than a separate entity [e.g. 18]. Internet addiction could be considered an Impulse control disorder (not otherwise specified). Yet there is a growing consensus that this constellation of symptoms is an addiction [e.g. 19]. The American Society of Addiction Medicine (ASAM) recently released a new definition of addiction as a chronic brain disorder, officially proposing for the first time that addiction is not limited to substance use [ 20 ]. All addictions, whether chemical or behavioral, share certain characteristics including salience, compulsive use (loss of control), mood modification and the alleviation of distress, tolerance and withdrawal, and the continuation despite negative consequences.

DIAGNOSTIC CRITERIA FOR IAD

The first serious proposal for diagnostic criteria was advanced in 1996 by Dr. Young, modifying the DSM-IV criteria for pathological gambling [ 10 ]. Since then variations in both name and criteria have been put forward to capture the problem, which is now most popularly known as Internet Addiction Disorder. Problematic Internet Use (PIU) [ 21 ], computer addiction, Internet dependence [ 22 ], compulsive Internet use, pathological Internet use [ 23 ], and many other labels can be found in the literature. Likewise a variety of often overlapping criteria have been proposed and studied, some of which have been validated. However, empirical studies provide an inconsistent set of criteria to define Internet addiction [ 24 ]. For an overview see Byun et al . [ 25 ].

Beard [ 2 ] recommends that the following five diagnostic criteria are required for a diagnosis of Internet addiction: (1) Is preoccupied with the Internet (thinks about previous online activity or anticipate next online session); (2) Needs to use the Internet with increased amounts of time in order to achieve satisfaction; (3) Has made unsuccessful efforts to control, cut back, or stop Internet use; (4) Is restless, moody, depressed, or irritable when attempting to cut down or stop Internet use; (5) Has stayed online longer than originally intended. Additionally, at least one of the following must be present: (6) Has jeopardized or risked the loss of a significant relationship, job, educational or career opportunity because of the Internet; (7) Has lied to family members, therapist, or others to conceal the extent of involvement with the Internet; (8) Uses the Internet as a way of escaping from problems or of relieving a dysphoric mood (e.g., feelings of helplessness, guilt, anxiety, depression) [ 2 ].

There has been also been a variety of assessment tools used in evaluation. Young’s Internet Addiction Test [ 16 ], the Problematic Internet Use Questionnaire (PIUQ) developed by Demetrovics, Szeredi, and Pozsa [ 26 ] and the Compulsive Internet Use Scale (CIUS) [ 27 ] are all examples of instruments to assess for this disorder.

The considerable variance of the prevalence rates reported for IAD (between 0.3% and 38%) [ 28 ] may be attributable to the fact that diagnostic criteria and assessment questionnaires used for diagnosis vary between countries and studies often use highly selective samples of online surveys [ 7 ]. In their review Weinstein and Lejoyeux [ 1 ] report that surveys in the United States and Europe have indicated prevalence rates varying between 1.5% and 8.2%. Other reports place the rates between 6% and 18.5% [ 29 ].

“Some obvious differences with respect to the methodologies, cultural factors, outcomes and assessment tools forming the basis for these prevalence rates notwithstanding, the rates we encountered were generally high and sometimes alarming.” [ 24 ]

There are different models available for the development and maintenance of IAD like the cognitive-behavioral model of problematic Internet use [ 21 ], the anonymity, convenience and escape (ACE) model [ 30 ], the access, affordability, anonymity (Triple-A) engine [ 31 ], a phases model of pathological Internet use by Grohol [ 32 ], and a comprehensive model of the development and maintenance of Internet addiction by Winkler & Dörsing [ 24 ], which takes into account socio-cultural factors ( e.g. , demographic factors, access to and acceptance of the Internet), biological vulnerabilities ( e.g. , genetic factors, abnormalities in neurochemical processes), psychological predispositions ( e.g. , personality characteristics, negative affects), and specific attributes of the Internet to explain “excessive engagement in Internet activities” [ 24 ].

NEUROBIOLOGICAL VULNERABILITIES

It is known that addictions activate a combination of sites in the brain associated with pleasure, known together as the “reward center” or “pleasure pathway” of the brain [ 33 , 34 ]. When activated, dopamine release is increased, along with opiates and other neurochemicals. Over time, the associated receptors may be affected, producing tolerance or the need for increasing stimulation of the reward center to produce a “high” and the subsequent characteristic behavior patterns needed to avoid withdrawal. Internet use may also lead specifically to dopamine release in the nucleus accumbens [ 35 , 36 ], one of the reward structures of the brain specifically involved in other addictions [ 20 ]. An example of the rewarding nature of digital technology use may be captured in the following statement by a 21 year-old male in treatment for IAD:

“I feel technology has brought so much joy into my life. No other activity relaxes me or stimulates me like technology. However, when depression hits, I tend to use technology as a way of retreating and isolating.”

REINFORCEMENT/REWARD

What is so rewarding about Internet and video game use that it could become an addiction? The theory is that digital technology users experience multiple layers of reward when they use various computer applications. The Internet functions on a variable ratio reinforcement schedule (VRRS), as does gambling [ 29 ]. Whatever the application (general surfing, pornography, chat rooms, message boards, social networking sites, video games, email, texting, cloud applications and games, etc.), these activities support unpredictable and variable reward structures. The reward experienced is intensified when combined with mood enhancing/stimulating content. Examples of this would be pornography (sexual stimulation), video games (e.g. various social rewards, identification with a hero, immersive graphics), dating sites (romantic fantasy), online poker (financial) and special interest chat rooms or message boards (sense of belonging) [ 29 , 37 ].

BIOLOGICAL PREDISPOSITION

There is increasing evidence that there can be a genetic predisposition to addictive behaviors [ 38 , 39 ]. The theory is that individuals with this predisposition do not have an adequate number of dopamine receptors or have an insufficient amount of serotonin/dopamine [ 2 ], thereby having difficulty experiencing normal levels of pleasure in activities that most people would find rewarding. To increase pleasure, these individuals are more likely to seek greater than average engagement in behaviors that stimulate an increase in dopamine, effectively giving them more reward but placing them at higher risk for addiction.

MENTAL HEALTH VULNERABILITIES

Many researchers and clinicians have noted that a variety of mental disorders co-occur with IAD. There is debate about which came first, the addiction or the co-occurring disorder [ 18 , 40 ]. The study by Dong et al . [ 40 ] had at least the potential to clarify this question, reporting that higher scores for depression, anxiety, hostility, interpersonal sensitivity, and psychoticism were consequences of IAD. But due to the limitations of the study further research is necessary.

THE TREATMENT OF INTERNET ADDICTION

There is a general consensus that total abstinence from the Internet should not be the goal of the interventions and that instead, an abstinence from problematic applications and a controlled and balanced Internet usage should be achieved [ 6 ]. The following paragraphs illustrate the various treatment options for IAD that exist today. Unless studies examining the efficacy of the illustrated treatments are not available, findings on the efficacy of the presented treatments are also provided. Unfortunately, most of the treatment studies were of low methodological quality and used an intra-group design.

The general lack of treatment studies notwithstanding, there are treatment guidelines reported by clinicians working in the field of IAD. In her book “Internet Addiction: Symptoms, Evaluation, and Treatment”, Young [ 41 ] offers some treatment strategies which are already known from the cognitive-behavioral approach: (a) practice opposite time of Internet use (discover patient’s patterns of Internet use and disrupt these patterns by suggesting new schedules), (b) use external stoppers (real events or activities prompting the patient to log off), (c) set goals (with regard to the amount of time), (d) abstain from a particular application (that the client is unable to control), (e) use reminder cards (cues that remind the patient of the costs of IAD and benefits of breaking it), (f) develop a personal inventory (shows all the activities that the patient used to engage in or can’t find the time due to IAD), (g) enter a support group (compensates for a lack of social support), and (h) engage in family therapy (addresses relational problems in the family) [ 41 ]. Unfortunately, clinical evidence for the efficacy of these strategies is not mentioned.

Non-psychological Approaches

Some authors examine pharmacological interventions for IAD, perhaps due to the fact that clinicians use psychopharmacology to treat IAD despite the lack of treatment studies addressing the efficacy of pharmacological treatments. In particular, selective serotonin-reuptake inhibitors (SSRIs) have been used because of the co-morbid psychiatric symptoms of IAD (e.g. depression and anxiety) for which SSRIs have been found to be effective [ 42 - 46 ]. Escitalopram (a SSRI) was used by Dell’Osso et al . [ 47 ] to treat 14 subjects with impulsive-compulsive Internet usage disorder. Internet usage decreased significantly from a mean of 36.8 hours/week to a baseline of 16.5 hours/week. In another study Han, Hwang, and Renshaw [ 48 ] used bupropion (a non-tricyclic antidepressant) and found a decrease of craving for Internet video game play, total game play time, and cue-induced brain activity in dorsolateral prefrontal cortex after a six week period of bupropion sustained release treatment. Methylphenidate (a psycho stimulant drug) was used by Han et al . [ 49 ] to treat 62 Internet video game-playing children diagnosed with attention-deficit hyperactivity disorder. After eight weeks of treatment, the YIAS-K scores and Internet usage times were significantly reduced and the authors cautiously suggest that methylphenidate might be evaluated as a potential treatment of IAD. According to a study by Shapira et al . [ 50 ], mood stabilizers might also improve the symptoms of IAD. In addition to these studies, there are some case reports of patients treated with escitalopram [ 45 ], citalopram (SSRI)- quetiapine (antipsychotic) combination [ 43 ] and naltrexone (an opioid receptor antagonist) [ 51 ].

A few authors mentioned that physical exercise could compensate the decrease of the dopamine level due to decreased online usage [ 52 ]. In addition, sports exercise prescriptions used in the course of cognitive behavioral group therapy may enhance the effect of the intervention for IAD [ 53 ].

Psychological Approaches

Motivational interviewing (MI) is a client-centered yet directive method for enhancing intrinsic motivation to change by exploring and resolving client ambivalence [ 54 ]. It was developed to help individuals give up addictive behaviors and learn new behavioral skills, using techniques such as open-ended questions, reflective listening, affirmation, and summarization to help individuals express their concerns about change [ 55 ]. Unfortunately, there are currently no studies addressing the efficacy of MI in treating IAD, but MI seems to be moderately effective in the areas of alcohol, drug addiction, and diet/exercise problems [ 56 ].

Peukert et al . [ 7 ] suggest that interventions with family members or other relatives like “Community Reinforcement and Family Training” [ 57 ] could be useful in enhancing the motivation of an addict to cut back on Internet use, although the reviewers remark that control studies with relatives do not exist to date.

Reality therapy (RT) is supposed to encourage individuals to choose to improve their lives by committing to change their behavior. It includes sessions to show clients that addiction is a choice and to give them training in time management; it also introduces alternative activities to the problematic behavior [ 58 ]. According to Kim [ 58 ], RT is a core addiction recovery tool that offers a wide variety of uses as a treatment for addictive disorders such as drugs, sex, food, and works as well for the Internet. In his RT group counseling program treatment study, Kim [ 59 ] found that the treatment program effectively reduced addiction level and improved self-esteem of 25 Internet-addicted university students in Korea.

Twohig and Crosby [ 60 ] used an Acceptance & Commitment Therapy (ACT) protocol including several exercises adjusted to better fit the issues with which the sample struggles to treat six adult males suffering from problematic Internet pornography viewing. The treatment resulted in an 85% reduction in viewing at post-treatment with results being maintained at the three month follow-up (83% reduction in viewing pornography).

Widyanto and Griffith [ 8 ] report that most of the treatments employed so far had utilized a cognitive-behavioral approach. The case for using cognitive-behavioral therapy (CBT) is justified due to the good results in the treatment of other behavioral addictions/impulse-control disorders, such as pathological gambling, compulsive shopping, bulimia nervosa, and binge eating-disorders [ 61 ]. Wölfling [ 5 ] described a predominantly behavioral group treatment including identification of sustaining conditions, establishing of intrinsic motivation to reduce the amount of time being online, learning alternative behaviors, engagement in new social real-life contacts, psycho-education and exposure therapy, but unfortunately clinical evidence for the efficacy of these strategies is not mentioned. In her study, Young [ 62 ] used CBT to treat 114 clients suffering from IAD and found that participants were better able to manage their presenting problems post-treatment, showing improved motivation to stop abusing the Internet, improved ability to control their computer use, improved ability to function in offline relationships, improved ability to abstain from sexually explicit online material, improved ability to engage in offline activities, and improved ability to achieve sobriety from problematic applications. Cao, Su and Gao [ 63 ] investigated the effect of group CBT on 29 middle school students with IAD and found that IAD scores of the experimental group were lower than of the control group after treatment. The authors also reported improvement in psychological function. Thirty-eight adolescents with IAD were treated with CBT designed particularly for addicted adolescents by Li and Dai [ 64 ]. They found that CBT has good effects on the adolescents with IAD (CIAS scores in the therapy group were significant lower than that in the control group). In the experimental group the scores of depression, anxiety, compulsiveness, self-blame, illusion, and retreat were significantly decreased after treatment. Zhu, Jin, and Zhong [ 65 ] compared CBT and electro acupuncture (EA) plus CBT assigning forty-seven patients with IAD to one of the two groups respectively. The authors found that CBT alone or combined with EA can significantly reduce the score of IAD and anxiety on a self-rating scale and improve self-conscious health status in patients with IAD, but the effect obtained by the combined therapy was better.

Multimodal Treatments

A multimodal treatment approach is characterized by the implementation of several different types of treatment in some cases even from different disciplines such as pharmacology, psychotherapy and family counseling simultaneously or sequentially. Orzack and Orzack [ 66 ] mentioned that treatments for IAD need to be multidisciplinary including CBT, psychotropic medication, family therapy, and case managers, because of the complexity of these patients’ problems.

In their treatment study, Du, Jiang, and Vance [ 67 ] found that multimodal school-based group CBT (including parent training, teacher education, and group CBT) was effective for adolescents with IAD (n = 23), particularly in improving emotional state and regulation ability, behavioral and self-management style. The effect of another multimodal intervention consisting of solution-focused brief therapy (SFBT), family therapy, and CT was investigated among 52 adolescents with IAD in China. After three months of treatment, the scores on an IAD scale (IAD-DQ), the scores on the SCL-90, and the amount of time spent online decreased significantly [ 68 ]. Orzack et al . [ 69 ] used a psychoeducational program, which combines psychodynamic and cognitive-behavioral theoretical perspectives, using a combination of Readiness to Change (RtC), CBT and MI interventions to treat a group of 35 men involved in problematic Internet-enabled sexual behavior (IESB). In this group treatment, the quality of life increased and the level of depressive symptoms decreased after 16 (weekly) treatment sessions, but the level of problematic Internet use failed to decrease significantly [ 69 ]. Internet addiction related symptom scores significantly decreased after a group of 23 middle school students with IAD were treated with Behavioral Therapy (BT) or CT, detoxification treatment, psychosocial rehabilitation, personality modeling and parent training [ 70 ]. Therefore, the authors concluded that psychotherapy, in particular CT and BT were effective in treating middle school students with IAD. Shek, Tang, and Lo [ 71 ] described a multi-level counseling program designed for young people with IAD based on the responses of 59 clients. Findings of this study suggest this multi-level counseling program (including counseling, MI, family perspective, case work and group work) is promising to help young people with IAD. Internet addiction symptom scores significantly decreased, but the program failed to increase psychological well-being significantly. A six-week group counseling program (including CBT, social competence training, training of self-control strategies and training of communication skills) was shown to be effective on 24 Internet-addicted college students in China [ 72 ]. The authors reported that the adapted CIAS-R scores of the experimental group were significantly lower than those of the control group post-treatment.

The reSTART Program

The authors of this article are currently, or have been, affiliated with the reSTART: Internet Addiction Recovery Program [ 73 ] in Fall City, Washington. The reSTART program is an inpatient Internet addiction recovery program which integrates technology detoxification (no technology for 45 to 90 days), drug and alcohol treatment, 12 step work, cognitive behavioral therapy (CBT), experiential adventure based therapy, Acceptance and Commitment therapy (ACT), brain enhancing interventions, animal assisted therapy, motivational interviewing (MI), mindfulness based relapse prevention (MBRP), Mindfulness based stress reduction (MBSR), interpersonal group psychotherapy, individual psychotherapy, individualized treatments for co-occurring disorders, psycho- educational groups (life visioning, addiction education, communication and assertiveness training, social skills, life skills, Life balance plan), aftercare treatments (monitoring of technology use, ongoing psychotherapy and group work), and continuing care (outpatient treatment) in an individualized, holistic approach.

The first results from an ongoing OQ45.2 [ 74 ] study (a self-reported measurement of subjective discomfort, interpersonal relationships and social role performance assessed on a weekly basis) of the short-term impact on 19 adults who complete the 45+ days program showed an improved score after treatment. Seventy-four percent of participants showed significant clinical improvement, 21% of participants showed no reliable change, and 5% deteriorated. The results have to be regarded as preliminary due to the small study sample, the self-report measurement and the lack of a control group. Despite these limitations, there is evidence that the program is responsible for most of the improvements demonstrated.

As can be seen from this brief review, the field of Internet addiction is advancing rapidly even without its official recognition as a separate and distinct behavioral addiction and with continuing disagreement over diagnostic criteria. The ongoing debate whether IAD should be classified as an (behavioral) addiction, an impulse-control disorder or even an obsessive compulsive disorder cannot be satisfactorily resolved in this paper. But the symptoms we observed in clinical practice show a great deal of overlap with the symptoms commonly associated with (behavioral) addictions. Also it remains unclear to this day whether the underlying mechanisms responsible for the addictive behavior are the same in different types of IAD (e.g., online sexual addiction, online gaming, and excessive surfing). From our practical perspective the different shapes of IAD fit in one category, due to various Internet specific commonalities (e.g., anonymity, riskless interaction), commonalities in the underlying behavior (e.g., avoidance, fear, pleasure, entertainment) and overlapping symptoms (e.g., the increased amount of time spent online, preoccupation and other signs of addiction). Nevertheless more research has to be done to substantiate our clinical impression.

Despite several methodological limitations, the strength of this work in comparison to other reviews in the international body of literature addressing the definition, classification, assessment, epidemiology, and co-morbidity of IAD [ 2 - 5 ], and to reviews [ 6 - 8 ] addressing the treatment of IAD, is that it connects theoretical considerations with the clinical practice of interdisciplinary mental health experts working for years in the field of Internet addiction. Furthermore, the current work gives a good overview of the current state of research in the field of internet addiction treatment. Despite the limitations stated above this work gives a brief overview of the current state of research on IAD from a practical perspective and can therefore be seen as an important and helpful paper for further research as well as for clinical practice in particular.

ACKNOWLEDGEMENTS

Declared none.

CONFLICT OF INTEREST

The authors confirm that this article content has no conflict of interest.

Academia.edu no longer supports Internet Explorer.

To browse Academia.edu and the wider internet faster and more securely, please take a few seconds to  upgrade your browser .

Enter the email address you signed up with and we'll email you a reset link.

  • We're Hiring!
  • Help Center

paper cover thumbnail

A Qualitative Study on the Cause and Effect of Gaming Addiction Among Senior High School Students Of Universidad de Manila

Profile image of Roi John Belmonte

Technology has come a long way. With the invention of computers, cellular phones, and the Internet, it is inevitable to avoid gaming with the use of these modern devices. Most people tend to use their vacant hours on playing online/video games for fun and entertainment. Others are freeing their time from loads of paper and legwork. Specifically, those students who are piled with school works and needing a break. They tend to engage themselves in online/video gaming and this may lead to gaming addiction. Many ideas point to the significant effects of gaming. Therefore, it is viewed that we must know why gaming is addictive and how does it affect a student in Senior High School. The main objective of this research is to find the causes of gaming addiction and its effect on the SHS students. Knowing the reasons and the effects of gaming addiction can easily help the students manage their time, to be more accountable in school and to focus on their studies.

Related Papers

James Ryan Paredes

Online video games are video games played online via a mobile device, and are particularly popular when downloaded for free (e.g., “freemium game” – games played for free and where customers can pay for extra features), and can be single-player or multiplayer games (Su, Chiang, Lee, & Chang, 2016). It is also one of the main entertainment features on smartphones, and this could be potentially problematic in terms of dependent use among the students. Moreover, the purpose of this study is to enlighten the students and increase consciousness regarding the effect of mobile game addiction and to advocate prevention towards this problem. Comprehending the gathered data, the researcher decided to conduct this study to find out the effect on the students. In addition, it also aims to suggest possible solutions and preventions to the rapidly increasing of too much usage of online video games that may lead to addiction.

effects of computer addiction to students research paper

Galang Surya Gumilang

This study aims to determine: (1) online game addiction of junior high school students in Kediri City, (2) junior high school students' learning achievement, (3) and the relationship between online game addiction and learning achievement. Mixed Methods Design is used as a combination or combination of quantitative and qualitative research approaches including qualitative and quantitative data in a single study. The strategy used, namely the Congruent Embedded Strategy, is an interesting research strategy, namely in one stage of data collection, researchers are able to collect two types of data together. The results of the quantitative research show that students who are addicted to online games have 3 students (16.03%) including very high, 4 students (14.36%) including high, 13 students (41.86%) including moderate, 4 students (11.9%) is low, and 5 students (12.66%) is very low. In addition, there are 12 students who have low learning achievement, namely getting the "less" and "very poor" categories so that they get an unsatisfactory ranking. While there are 6 students who get the "enough" category and 12 other students get the "very good" and "good" categories. From these results, there is no significant relationship between online game addiction and learning achievement because the value of the hypothesis test is 0.291. On the qualitative side, from 30 students it was found that (1) His early playing online games, (2) The average time spent playing 2-4 hours, (3) His parents did not allow him to play online games, and (4) Achievement low learning.

International Journal of English Literature and Social Sciences

Bren Bondoc

Purna P . Chapagai

In Bhutan, the popularity of the video games picked up over the years and with the advent of mobile phones, it has only added to the gaming culture in the country. This research was conducted in order determine the factors causing students to play online games, effect of engaging in online games on academic performances and evaluate the effect of engaging in online games on mental health. The research was conducted at college of natural resources (CNR), located in Lobesa, Punakha. Random sampling method and Slovian's formula was used to determine the sample size. The data was collected through a semi-structured questionnaire distributed through google docs. The data was stored in Microsoft Excel and was analyzed using Statistical Package for Social Science (SPSS) version 25. Regression, ANOVA and Chisquare Test was conducted to find out the association between various variable. A total of 231 respondents took part in this survey of which 56.7% were female and 43.3% were male. More than half of the respondents were actively engaged in online games. Pearson's Chi square test revealed that there was no association between playing online games and gender. The academic performance of the respondents revealed that 3.03% were below 60%, 32.46% were between 60-70%, 53.67% between 70-80% and 10.82% of the respondents were above 80%. Chi square test revealed that significant association existed between playing online games and academic performance (p<0.05). Significant association was also discovered between academic performance and duration of online games played in a week. Online gaming can be considered as the two side of a coin, it can be advantageous as well as disadvantageous. The disadvantages of engaging in online games was the decreased time for social activities, negative impact on academic performances, aggression and frustration and leads to addiction. Majority of the respondents agreed that playing online games will lead addiction and Pearson chi square test revealed that the amount of time spent on online games was significantly associated with addiction. On the other hand, the advantages of engaging in online game is to reduce the venerability to anxiety and depression, and enhances creativity and imagination. Majority of the respondents disagreed that playing online games helps them improve their academic performances, while agreeing that online games help them to boost creativity and makes them more imaginative. There are several factors that motivated the respondents to engage in online games, majority of the respondents played due to their friends.

GLOBUS JOURNAL OF PROGRESSIVE EDUCATION

Janeth Falcunit

Computer games are the most popular form of entertainment in modern societies today. The researcher observed that there is a problem regarding excess and unhealthy use of playing computers. Based on these observations, the researcher is motivated to conduct a study entitled “Gameaholics: A Closer Look into the Phenomenon of Computer Addiction.” This study highlighted the reasons behind the phenomenon of computer game addiction among the students of Central Philippines State University (CPSU)-Hinigaran Campus for the academic year 2020-2021. In order for the researcher to know the reasons behind the phenomenon of computer game addiction among the students of CPSU- Hinigaran Campus, the qualitative research design was employed since the objective of this study was to know the reasons behind computer addiction. Moreover, this study applied purposive sampling design since the participants were selected purposively through the set criteria. Specifically, the researcher used one-on-one interview in collaborating, understanding, and investigating the participants’ experiences. Interviews were audio recorded. Thematic approach was used in data analysis. Through thematic analysis, it was found that Spirited: Race to the Top and Escapism: A Shelter from the Storm, Cut-and- Dried, Eyes on the Prize, Thrill and Challenge: Invitation to Addiction were the common theme formed in relation to the objective of this study. Further, the researcher also discovered an additional theme, Fatigue; What I feel, which focused on Physical Exhaustion. This theme surfaced as the participants expressed their reason why they were hooked in computer games too much. Keywords: Computer, Computer Game Addiction, Gameaholics.

KnE Social Sciences

Dennis Dumrique

International Journal of Engineering Technology Research & Management (ijetrm)

Ijetrm Journal , Maheshwari Ecom

Online game addiction has become a common phenomenon that affects many young minds. In this study we rely on the problems faced by the adolescents after addicted to online games. This research is totally based on online gaming addiction on which the survey has been taken in Coimbatore city particularly with respect to school students. The main sampling technique used in this research with equal distribution of data from high school and higher secondary school students is quota. Information’s of this study are collected from both primary and secondary data. Research duration of this study are from June to September 2019. This study concludes that even though online games have created a new evolution , it also has created a great physical and mental impact on students addiction.

World Journal on Educational Technology

WJET Journal , Aşkım KURT

The computer gaming addiction is one of the newer concepts that young generations face and can be defined as the excessive and problematic use of computer games leading to social and/or emotional problems. The purpose of this study is to analyse through variables the computer gaming addiction levels of secondary school students. The research was conducted with survey and causal-comparative quantitative research methods. Furthermore, the quantitative data was obtained by interpreting the data obtained through open-ended questions. Findings reveal a significant difference between computer gaming addiction and variables of gender, daily gaming times and whether or not students play games with people they do not know. However, findings did not show any significant difference between computer gaming addiction and variables of grade or purposes of game playing. According to the findings from qualitative data analysis, students mostly prefer to play skill-based games, while they would want to design action games.

Addicta: The Turkish Journal on Addiction

ADDİCTA Dergisi , Eyüp YILMAZ

Video gaming has now become very popular among children and adolescents. Because of the increasing use of videogames, the debate concerning the effects of video games has been ongoing, particularly in terms of gamers' social lives. This study explores the impact of heavy gaming students on their peers and teachers in the school environment. For this purpose, focus-group and face-to-face interviews have been carried out using semi-structured interview forms developed by the research team. The data have been collected from 21 participants comprised of three heavy gaming students, 16 peers, and two teachers. The findings indicate heavy gamers to display problematic behaviors including communication and behavioral problems within the school environment. Results also show heavy gaming students to prefer staying at home and playing videogames rather than attending school activities. Heavy gamers mostly prefer spending time with other heavy gamers or with male peers because they have mutual topics they can talk about (video games, their game talents, soccer, outdoor games etc.), which they are unable to with girls. According to the teachers, heavy gamers have low-school performance. However, the English teacher emphasized the positive effects of video gaming on students' English vocabulary.

Meor Miqdad

Loading Preview

Sorry, preview is currently unavailable. You can download the paper by clicking the button above.

RELATED PAPERS

Mark D Griffiths

Deniz Mertkan Gezgin

Zenodo (CERN European Organization for Nuclear Research)

Aafreen Hayat

Drboonleang M O N G Thumthong

Selahattin Çavuş , Bünyamin AYHAN

Anne Tepace

San Jose National High School, Malilipot, Albay

Cybil D Lumabad

International Conference on Humanities, Social and Education Sciences

Mustafa Tevfik Hebebci

JR Miyage E Aquino

Journal of Social Sciences (COES&RJ-JSS)

CHRISTIAN CABEN LARISMA

IAEME PUBLICATION

IAEME Publication

Journal of Addictions Nursing

Özcan Aygün

Nela Sari Yolanda

meltem huri baturay

Broad Research in Artificial Inteligence Neuroscience

Hasan Karaokçu

Addicta: The Turkish Journal on Addictions

Journal of Educational and Learning Studies

RISKA AHMAD

Jhoana Alcalde

Ramazan Yılmaz

European Journal of Molecular & Clinical Medicine

Muhamad Nazril

RELATED TOPICS

  •   We're Hiring!
  •   Help Center
  • Find new research papers in:
  • Health Sciences
  • Earth Sciences
  • Cognitive Science
  • Mathematics
  • Computer Science
  • Academia ©2024

IMAGES

  1. Essay on Internet Addiction

    effects of computer addiction to students research paper

  2. Computer Addiction

    effects of computer addiction to students research paper

  3. Essay on Technology Addiction

    effects of computer addiction to students research paper

  4. Research Paper About Computer Addiction Essay Example

    effects of computer addiction to students research paper

  5. SOLUTION: Computer addiction and its negative effects on the student

    effects of computer addiction to students research paper

  6. (PDF) Effect of Addiction to Computer Games on Physical and Mental

    effects of computer addiction to students research paper

COMMENTS

  1. Online Gaming Addiction and Basic Psychological Needs Among Adolescents: The Mediating Roles of Meaning in Life and Responsibility

    Introduction. Technological addictions have become an area of increasing research interest and are conceptualized as non-chemical (i.e., behavioral) addictions (Kuss & Billieux, 2017).Moreover, they can be engaged in actively or passively (Widyanto & Griffiths, 2006).For example, television addiction is a passive technological addiction, whereas smartphone addiction and Internet addiction are ...

  2. The effects of smartphone addiction on learning: A meta-analysis

    Smartphone addiction has negative impacts on student learning and overall academic performance. •. The greater the use of a phone while studying, the greater the negative impact on learning. •. The skills and cognitive abilities students needed for academic success are negatively affected by excessive phone use. •.

  3. A study of internet addiction and its effects on mental health: A study

    This addictive behavior has made controversy from the areas of scientific, medical, and technological communities. Internet addiction is an interdisciplinary phenomenon, and different researchers have investigated it from different perspectives from various disciplines, such as medicine, computer science, sociology, law, and psychology. Some ...

  4. Effect of internet use and electronic game-play on academic ...

    Addiction tendency to internet/game-play had a negative effect; the adolescents who were addicted to the internet were 14% less likely to score more highly in reading than those without any such ...

  5. A study on Internet addiction and its relation to psychopathology and

    IA leads to different social, psychological, and physical disorders. The worst effects of IA are anxiety, stress, and depression. Excessive use of Internet also affects the academic achievements of students. Students addicted to Internet are more involved in it than their studies, and hence they have poor academic performance. This hypothesis ...

  6. Combatting digital addiction: Current approaches and ...

    1. Introduction. Over the past few years, digital addiction (DA) has emerged as a significant research area due to its increasing prevalence. The prevalence of DA differs globally, varying between 8.90% in Eastern countries and 4.60% in Western countries [1].Currently, there is a lack of consensus on defining DA, including what term to use to identify it.

  7. PDF Internet Addiction in Students: Prevalence and Risk Factors

    Results indicated that 3.2% of the students were classified as being addicted to the Internet. The included personality traits and uses of online activities explained 21.5% of the variance in Internet addiction. A combination of online shopping and neuroticism decreased the risk for Internet addiction, whereas a combination of online gaming and ...

  8. The Impact of Online Game Addiction on Adolescent Mental Health: A

    addiction could increase mental health disorders by 1.57 times than adolescents without online game addiction (adjusted odd ratio = 1.57 (1.28-1.94); p ≤ 0.001.

  9. The epidemiology and effects of video game addiction: A systematic

    The epidemiology and effects of video game addiction: A systematic review and meta-analysis ... The present research paper was reported following the Preferred Reporting Items for ... Examining various risk factors as the predictors of gifted and non-gifted high school students' online game addiction. Computers & Education, 177 (2022), p ...

  10. Current Research and Viewpoints on Internet Addiction in ...

    Purpose of Review This review describes recent research findings and contemporary viewpoints regarding internet addiction in adolescents including its nomenclature, prevalence, potential determinants, comorbid disorders, and treatment. Recent Findings Prevalence studies show findings that are disparate by location and vary widely by definitions being used. Impulsivity, aggression, and ...

  11. Frontiers

    Online game addiction in the present study included aspects of computer game addiction and mobile phone game addiction. The results of the present study are consistent with the findings of Gao et al. (2021) , Choi (2019) , and Qi et al. (2020) , who pointed out that college students' addiction to cell phones negatively affected their learning ...

  12. Digital Addiction: Systematic Review of Computer Game Addiction Impact

    The advancement of technology has enabled powerful microprocessors to render high-quality graphics for computer gaming. Despite being intended for leisure purposes, several components of the games alongside the gamer's environmental factors have resulted in digital addiction (DA) towards computer games such as massively multiplayer online games (MMOG). Excessive gaming among adolescents has ...

  13. Internet and Gaming Addiction: A Systematic Literature Review of

    1. Introduction. In the past decade, research has accumulated suggesting that excessive Internet use can lead to the development of a behavioral addiction (e.g., [1,2,3,4]).Clinical evidence suggests that Internet addicts experience a number of biopsychosocial symptoms and consequences [].These include symptoms traditionally associated with substance-related addictions, namely salience, mood ...

  14. Full article: Influence of online computer games on the academic

    1. Introduction. Though 75% of nontraditional or adult learners enroll in a colleges or universities in the United States, only 33.7% complete college with a degree or certificate (New, Citation 2014).The US Department of Education (Citation 2002) defines non-traditional students as learners over the age of 24 who are not only balancing work, life, and family but also returning to school after ...

  15. (PDF) Impact on the Behavior of Students due to Online technology

    Impact on the Behavior of Students due to Online technology Gaming and Its Effect on their Academic Performance. March 2021; ... Our allocated results in addiction, depression, anxiety and ...

  16. PDF An Investigation Of High School Students' Online Game Addiction With

    The aim of this study is to investigate high school students' online game addiction with respect to gender. The sample which was selected through the criterion sampling method, consists of 81 female (61.8 %) female, and 50 male (38.2 %), total 131 high school students. The "Online Game Addiction Scale" which was developed by Kaya and ...

  17. (PDF) ONLINE GAMING ADDICTION AND ACADEMIC ATTITUDES ...

    The mean score of Male students was 2.91 and that of female students was 2.08, which are categorized as neutral, and male students have a higher level of addiction to playing games than female ...

  18. Effect of Addiction to Computer Games on Physical and Mental Health of

    Introduction. Computer games are the most popular entertainments in modern societies and they target a variety of people in different ages. The addiction to the rivalry and excitements of the games make them the most common recreational programs for today's teenagers, so that they do anything to reach a higher level of the game, they immerse in the game so much that they completely separate ...

  19. The impact of Video Game Addiction on Students ...

    This paper examines the impact of video game addiction on university students' performance. The consequences of some demographic factors on video game addiction levels were observed. A sample (n= 317) of students from one private university in UAE was randomly selected. The t-test results showed that video gaming addiction levels differ significantly according to gender. Males students spend ...

  20. (PDF) The Effect of Online Game Addiction on Children ...

    Study 3: Vi deo games use among schoolchildren and its impact on the study habits. The current study looked to examine the prevalence of video game use by schoolchildren along. with the effect it ...

  21. Internet Addiction: A Brief Summary of Research and Practice

    Abstract. Problematic computer use is a growing social issue which is being debated worldwide. Internet Addiction Disorder (IAD) ruins lives by causing neurological complications, psychological disturbances, and social problems. Surveys in the United States and Europe have indicated alarming prevalence rates between 1.5 and 8.2% [1].

  22. (DOC) A Qualitative Study on the Cause and Effect of Gaming Addiction

    Universidad de Manila Cecilia Muñoz Palma St., cor. Antonio Villegas St., Mehan Gardens, Ermita, Manila A Qualitative Study on the Cause and Effect of Gaming Addiction Among Senior High School Students Of Universidad de Manila An Undergraduate Research Paper Presented To Universidad de Manila In Partial Fulfillment of the Requirements For the ...