BMC psychiatry

How common is wanting to reduce gaming time among high-risk Chinese teens and what influences this intention

Updated

Abstract

The prevalence of behavioral intention of gaming time reduction (BI-GTR) among middle school students with self-perceived (IGD) is 67.4%.

  • BI-GTR is significantly lower in students with probable IGD (56.2%) compared to those without (73.4%).
  • Personal resource losses are negatively associated with BI-GTR, with an odds ratio of 0.93.
  • Interpersonal resource losses also show a negative association with BI-GTR, with an odds ratio of 0.92.
  • Perceived stress due to gaming time reduction is significantly associated with lower BI-GTR (odds ratio of 0.60).
  • The negative relationship between personal resource losses and BI-GTR is partially mediated by perceived stress, accounting for 15.6% of the effect.

Simplified

Key numbers

67.4%
Prevalence of BI-GTR
Among adolescents with self-perceived
56.2% vs. 73.4%
BI-GTR in probable vs. non-probable
Comparing probable vs. non-probable groups
0.60
Negative association with BI-GTR
Odds Ratio for perceived stress

Full Text

What this is

  • This study investigates the prevalence of behavioral intention to reduce gaming time (BI-GTR) among middle school students in Chengdu, China, who perceive themselves as having ().
  • Using a cross-sectional survey of 485 adolescents, it examines the relationships between perceived resource losses, perceived stress, and BI-GTR based on the Conservation of Resource () theory.
  • The findings reveal a high prevalence of BI-GTR and identify factors that negatively impact this intention, providing insights for future interventions.

Essence

  • The prevalence of behavioral intention to reduce gaming time among adolescents with self-perceived is 67.4%. Personal resource losses and perceived stress negatively impact this intention, suggesting a need for targeted interventions.

Key takeaways

  • 67.4% of adolescents with self-perceived intend to reduce their gaming time. This indicates a significant awareness among students about their gaming habits and a desire to change.
  • Probable participants show a lower BI-GTR (56.2%) compared to non-probable participants (73.4%). This suggests that those with confirmed may struggle more with motivation to reduce gaming time.
  • Personal resource losses and perceived stress are negatively associated with BI-GTR. Addressing these factors may enhance adolescents' motivation to reduce gaming time.

Caveats

  • The study's cross-sectional design limits causal inferences about the relationships between perceived resource losses, stress, and BI-GTR. Longitudinal studies are needed for confirmation.
  • The sample is limited to one city in China, which may affect the generalizability of the findings to other regions or populations.
  • Self-reported measures may introduce bias, impacting the accuracy of the reported prevalence of and BI-GTR.

Definitions

  • Behavioral intention to gaming time reduction (BI-GTR): The likelihood that an individual plans to reduce their internet gaming time within a specified future period.
  • Internet gaming disorder (IGD): A condition characterized by excessive gaming behavior that leads to significant impairment or distress.
  • Conservation of Resources (COR) Theory: A psychological theory suggesting that individuals strive to retain and protect their resources, and resource loss can lead to stress and negative outcomes.

Simplified

Funding

Competing interests

Declarations. Ethical approval: The present study was conducted in accordance with the Declaration of Helsinki and was approved by the Survey and Behavioral Research Ethics Committee of the Chinese University of Hong Kong (No. SBRE-18-430; Date of approval: February 27, 2019). Consent to participate: All participants provided consent for participation. Consent for publication: Not applicable due to no identifiable data. Competing interests: The authors declare no competing interests.
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