Problematic Gaming and Self-Control Among Adolescents and Emerging Adults: A Systematic Review and Meta-Analysis.

IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL
Yuxi Hu, Shiyun Chen, Di Qi, Shimin Zhu
{"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.

青少年和初成人的问题游戏和自我控制:系统回顾和荟萃分析。
有问题的游戏在年轻人中变得越来越普遍,往往会导致负面的发展后果。作为对抗问题游戏的基本保护因素,自我控制是在面对诱惑和冲动时管理情绪、思想和行动的能力。之前的研究报告了关于问题游戏和自我控制之间关系的复杂发现。当前的系统回顾和荟萃分析综合了现有的关于青少年和初成人之间这种关系的文献。系统检索了8个电子数据库(PsycArticles、PsycINFO、EBSCOhost、Web of Science、PubMed、Embase、ProQuest博士论文与论文A&I和中国学术期刊网络出版数据库)和2个额外来源(谷歌Scholar和参考文献列表),确定了957篇已发表的研究。其中,46篇涉及64,681名参与者的文章被纳入综述,其中40篇提供了用于meta分析的样本量和Pearson’s r。叙述性回顾的结果表明,问题游戏与自我控制呈负相关,只有两项研究表明两者之间的关系不显著。采用综合meta分析软件4.0版本中的随机效应模型进行meta分析,结果显示中等效应(r = -0.287, 95% CI = [-0.33, -0.25], p < 0.001),异质性高(I2 = 96.5%)。发表偏倚分析显示对称漏斗图和不显著的Egger检验(p = 0.861),表明没有发表偏倚的证据。在青少年和初成人之间没有发现显著的亚组差异。结果表明,自我控制是预防和干预问题游戏的关键因素。试验注册:国际前瞻性系统评价注册(PROSPERO);CRD42023451656;于2023年9月25日注册。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
CiteScore
9.60
自引率
3.00%
发文量
123
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.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信