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

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