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Time Spent Gaming, Depressive Symptoms, and Behavioral Activation

A Longitudinal Mediation Study on Predictors of Gaming Disorder

Bibliographic Data

ID15440394
AuthorsJackson T Jin (0000-0002-4555-9137, Kent State University, corresponding author), Sarah Cassidy (0009-0001-3248-6418, Kent State University), Samantha G Cassidy, William V Lechner (0000-0001-5999-5549, Kent State University)
Year2025
Volume24
Issue2
Pages1304-1318
Publication date2025-02-26
Open AccessYes
TypeARTICLE
VenueInternational Journal of Mental Health and Addiction (JOURNAL)
Journal identifiersISSN: 1557-1874 • E-ISSN: 1557-1882
PublisherSpringer Science+Business Media (PUBLISHER • DE)
DOI10.1007/s11469-025-01459-5
OpenAlexW4407958180
LanguageEN
Citations received1
References cited62

Studies have demonstrated that mental health symptoms and time spent gaming are associated with increased symptoms of gaming disorder. However, few studies explore mediators that may shed light on longitudinal associations or causal pathways. Proposed theories suggest that reduced engagement in meaningful and rewarding activities outside of gaming may initiate a cycle of increased dependence on gaming to derive reward, but empirical evidence is lacking. The current study assessed a series of micro-longitudinal mediation models analyzing relationships between (1) time spent gaming and gaming disorder and (2) depressive symptoms and gaming disorder, with behavioral activation level set as a potential mediator. Daily video game players ( n = 98) were recruited to complete three waves of measures assessing negative emotion and game-play characteristics during a baseline session and weekly follow - ups over 2 weeks. Self-reported time spent gaming was associated with decreased levels of behavioral activation, which subsequently, was associated with elevated gaming disorder symptoms. Similarly, depressive symptoms were significantly associated with increased gaming disorder symptoms via lower behavioral activation levels. However, both models demonstrated non-significant indirect effects when baseline values of variables (thus assessing change) were controlled for. Additionally, meaningful differences between objective logged data and subjective self-report estimates of time spent gaming were observed and may explain discrepancies across models examining this variable. The current results indicate that both depressive symptoms and behavioral activation levels may play important roles in the development of problematic gaming patterns; however, further research is needed to build confidence for causal relationships between these variables. Future directions and specific recommendations for advancing the current findings are discussed

Cognition · Depressive symptoms · Health psychology · Longitudinal study · Mediation · Psychiatry · Public health · Clinical Psychology · Impact of Technology on Adolescents · Medicine · Psychological and Temporal Perspectives Research · Psychology · Technology Adoption and User Behaviour

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Citations per year1
Citation span2026 - 2026 (1)
Highly citedNo

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