{"title":"Problematic Gaming and Self-Control Among Adolescents and Emerging Adults: A Systematic Review and Meta-Analysis.","authors":"Yuxi Hu, Shiyun Chen, Di Qi, Shimin Zhu","doi":"10.1089/cyber.2024.0537","DOIUrl":null,"url":null,"abstract":"<p><p>Problematic gaming is becoming increasingly prevalent among young people, often leading to negative developmental consequences. As an essential protective factor against problematic gaming, self-control is the capacity to manage emotions, thoughts, and actions when confronted with temptations and impulses. Previous studies have reported mixed findings regarding the association between problematic gaming and self-control. The current systematic review and meta-analysis synthesized the existing literature on this relationship among adolescents and emerging adults. A systematic search from eight electronic databases (PsycArticles, PsycINFO, EBSCOhost, Web of Science, PubMed, Embase, ProQuest Dissertations & Theses A&I, and China Academic Journal Network Publishing Database) and two additional sources (Google Scholar and reference lists) identified 957 published studies. Of these, 46 articles involving 64,681 participants were included in the review, and 40 provided sample size and Pearson's <i>r</i> for the meta-analysis. The narrative review findings indicated that problematic gaming was negatively correlated with self-control with only two studies suggesting an insignificant relationship. The meta-analytic findings, conducted using a random-effects model in Comprehensive Meta-Analysis Software Version 4.0, revealed a medium effect (<i>r</i> = -0.287, 95% CI = [-0.33, -0.25], <i>p</i> < 0.001), with high heterogeneity (<i>I<sup>2</sup></i> = 96.5%). Publication bias analysis showed a symmetric funnel plot and a nonsignificant Egger's test (<i>p</i> = 0.861), indicating no evidence of publication bias. No significant subgroup difference was found between adolescents and emerging adults. The results reveal that self-control is a critical factor in preventing and intervening problematic gaming. <b>Trial registration:</b> International Prospective Register of Systematic Reviews (PROSPERO); CRD42023451656; registered on 25 September, 2023.</p>","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":"28 5","pages":"301-317"},"PeriodicalIF":4.2000,"publicationDate":"2025-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Cyberpsychology, behavior and social networking","FirstCategoryId":"102","ListUrlMain":"https://doi.org/10.1089/cyber.2024.0537","RegionNum":2,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2025/4/21 0:00:00","PubModel":"Epub","JCR":"Q1","JCRName":"PSYCHOLOGY, SOCIAL","Score":null,"Total":0}
引用次数: 0
Abstract
Problematic gaming is becoming increasingly prevalent among young people, often leading to negative developmental consequences. As an essential protective factor against problematic gaming, self-control is the capacity to manage emotions, thoughts, and actions when confronted with temptations and impulses. Previous studies have reported mixed findings regarding the association between problematic gaming and self-control. The current systematic review and meta-analysis synthesized the existing literature on this relationship among adolescents and emerging adults. A systematic search from eight electronic databases (PsycArticles, PsycINFO, EBSCOhost, Web of Science, PubMed, Embase, ProQuest Dissertations & Theses A&I, and China Academic Journal Network Publishing Database) and two additional sources (Google Scholar and reference lists) identified 957 published studies. Of these, 46 articles involving 64,681 participants were included in the review, and 40 provided sample size and Pearson's r for the meta-analysis. The narrative review findings indicated that problematic gaming was negatively correlated with self-control with only two studies suggesting an insignificant relationship. The meta-analytic findings, conducted using a random-effects model in Comprehensive Meta-Analysis Software Version 4.0, revealed a medium effect (r = -0.287, 95% CI = [-0.33, -0.25], p < 0.001), with high heterogeneity (I2 = 96.5%). Publication bias analysis showed a symmetric funnel plot and a nonsignificant Egger's test (p = 0.861), indicating no evidence of publication bias. No significant subgroup difference was found between adolescents and emerging adults. The results reveal that self-control is a critical factor in preventing and intervening problematic gaming. Trial registration: International Prospective Register of Systematic Reviews (PROSPERO); CRD42023451656; registered on 25 September, 2023.
期刊介绍:
Cyberpsychology, Behavior, and Social Networking is a leading peer-reviewed journal that is recognized for its authoritative research on the social, behavioral, and psychological impacts of contemporary social networking practices. The journal covers a wide range of platforms, including Twitter, Facebook, internet gaming, and e-commerce, and examines how these digital environments shape human interaction and societal norms.
For over two decades, this journal has been a pioneering voice in the exploration of social networking and virtual reality, establishing itself as an indispensable resource for professionals and academics in the field. It is particularly celebrated for its swift dissemination of findings through rapid communication articles, alongside comprehensive, in-depth studies that delve into the multifaceted effects of interactive technologies on both individual behavior and broader societal trends.
The journal's scope encompasses the full spectrum of impacts—highlighting not only the potential benefits but also the challenges that arise as a result of these technologies. By providing a platform for rigorous research and critical discussions, it fosters a deeper understanding of the complex interplay between technology and human behavior.