Camilla K.M. Lo , Edward W.W. Chan , Yuet Wing Cho
{"title":"青少年情感状态与游戏渴望的生态瞬时评估","authors":"Camilla K.M. Lo , Edward W.W. Chan , Yuet Wing Cho","doi":"10.1016/j.addbeh.2025.108510","DOIUrl":null,"url":null,"abstract":"<div><h3>Background and Aims</h3><div>Craving plays a critical role in the development and maintenance of addiction, including gaming disorder. While affective states are associated with cravings in substance-related use and disorders, the relationship between affect and game craving remains understudied. This study employs an ecological momentary assessment (EMA) approach to investigate how momentary positive and negative affect are related to game craving in adolescents, and whether these associations vary by individual differences in gaming disorder risk.</div></div><div><h3>Methods</h3><div>A total of 317 Hong Kong Chinese adolescents who self-reported as regular gamers completed a pre-EMA survey, followed by a 14-day EMA protocol. Participants reported their momentary positive affect, negative affect, and game craving at four time points daily.</div></div><div><h3>Results</h3><div>At the within-person level, elevated momentary positive and negative affect were significantly associated with increased odds of game craving. However, adolescents at higher risk for gaming disorder showed a reversed pattern, reporting reduced craving when experiencing greater affect intensity than their personal average.</div></div><div><h3>Discussion and Conclusions</h3><div>These findings illustrate the complex dynamics between affect and game craving, highlighting the moderating role of an individual's gaming disorder risk. Understanding how affect interacts with game craving in real-word setting may inform targeted interventions for adolescents vulnerable to problematic gaming.</div></div>","PeriodicalId":7155,"journal":{"name":"Addictive behaviors","volume":"172 ","pages":"Article 108510"},"PeriodicalIF":3.6000,"publicationDate":"2025-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"An ecological momentary assessment of adolescents’ affective states and game craving\",\"authors\":\"Camilla K.M. Lo , Edward W.W. Chan , Yuet Wing Cho\",\"doi\":\"10.1016/j.addbeh.2025.108510\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><h3>Background and Aims</h3><div>Craving plays a critical role in the development and maintenance of addiction, including gaming disorder. While affective states are associated with cravings in substance-related use and disorders, the relationship between affect and game craving remains understudied. This study employs an ecological momentary assessment (EMA) approach to investigate how momentary positive and negative affect are related to game craving in adolescents, and whether these associations vary by individual differences in gaming disorder risk.</div></div><div><h3>Methods</h3><div>A total of 317 Hong Kong Chinese adolescents who self-reported as regular gamers completed a pre-EMA survey, followed by a 14-day EMA protocol. Participants reported their momentary positive affect, negative affect, and game craving at four time points daily.</div></div><div><h3>Results</h3><div>At the within-person level, elevated momentary positive and negative affect were significantly associated with increased odds of game craving. However, adolescents at higher risk for gaming disorder showed a reversed pattern, reporting reduced craving when experiencing greater affect intensity than their personal average.</div></div><div><h3>Discussion and Conclusions</h3><div>These findings illustrate the complex dynamics between affect and game craving, highlighting the moderating role of an individual's gaming disorder risk. Understanding how affect interacts with game craving in real-word setting may inform targeted interventions for adolescents vulnerable to problematic gaming.</div></div>\",\"PeriodicalId\":7155,\"journal\":{\"name\":\"Addictive behaviors\",\"volume\":\"172 \",\"pages\":\"Article 108510\"},\"PeriodicalIF\":3.6000,\"publicationDate\":\"2025-10-03\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Addictive behaviors\",\"FirstCategoryId\":\"3\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S0306460325002710\",\"RegionNum\":2,\"RegionCategory\":\"医学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"PSYCHOLOGY, CLINICAL\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Addictive behaviors","FirstCategoryId":"3","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0306460325002710","RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"PSYCHOLOGY, CLINICAL","Score":null,"Total":0}
An ecological momentary assessment of adolescents’ affective states and game craving
Background and Aims
Craving plays a critical role in the development and maintenance of addiction, including gaming disorder. While affective states are associated with cravings in substance-related use and disorders, the relationship between affect and game craving remains understudied. This study employs an ecological momentary assessment (EMA) approach to investigate how momentary positive and negative affect are related to game craving in adolescents, and whether these associations vary by individual differences in gaming disorder risk.
Methods
A total of 317 Hong Kong Chinese adolescents who self-reported as regular gamers completed a pre-EMA survey, followed by a 14-day EMA protocol. Participants reported their momentary positive affect, negative affect, and game craving at four time points daily.
Results
At the within-person level, elevated momentary positive and negative affect were significantly associated with increased odds of game craving. However, adolescents at higher risk for gaming disorder showed a reversed pattern, reporting reduced craving when experiencing greater affect intensity than their personal average.
Discussion and Conclusions
These findings illustrate the complex dynamics between affect and game craving, highlighting the moderating role of an individual's gaming disorder risk. Understanding how affect interacts with game craving in real-word setting may inform targeted interventions for adolescents vulnerable to problematic gaming.
期刊介绍:
Addictive Behaviors is an international peer-reviewed journal publishing high quality human research on addictive behaviors and disorders since 1975. The journal accepts submissions of full-length papers and short communications on substance-related addictions such as the abuse of alcohol, drugs and nicotine, and behavioral addictions involving gambling and technology. We primarily publish behavioral and psychosocial research but our articles span the fields of psychology, sociology, psychiatry, epidemiology, social policy, medicine, pharmacology and neuroscience. While theoretical orientations are diverse, the emphasis of the journal is primarily empirical. That is, sound experimental design combined with valid, reliable assessment and evaluation procedures are a requisite for acceptance. However, innovative and empirically oriented case studies that might encourage new lines of inquiry are accepted as well. Studies that clearly contribute to current knowledge of etiology, prevention, social policy or treatment are given priority. Scholarly commentaries on topical issues, systematic reviews, and mini reviews are encouraged. We especially welcome multimedia papers that incorporate video or audio components to better display methodology or findings.
Studies can also be submitted to Addictive Behaviors? companion title, the open access journal Addictive Behaviors Reports, which has a particular interest in ''non-traditional'', innovative and empirically-oriented research such as negative/null data papers, replication studies, case reports on novel treatments, and cross-cultural research.