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- Publisher Website: 10.1016/j.jad.2025.01.006
- Scopus: eid_2-s2.0-85215410149
- PMID: 39814188
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Article: A cross-lagged panel network model on internet gaming disorder and depressive symptoms concerning preferences for game genres
| Title | A cross-lagged panel network model on internet gaming disorder and depressive symptoms concerning preferences for game genres |
|---|---|
| Authors | |
| Keywords | Comorbidity Cross-lagged effects Game genres Internet gaming Longitudinal Network analysis |
| Issue Date | 15-Apr-2025 |
| Publisher | Elsevier |
| Citation | Journal of Affective Disorders, 2025, v. 375, p. 27-34 How to Cite? |
| Abstract | Background: Internet gaming disorder (IGD) is a prevalent behavioral addiction that co-occurs with depression. Little is known about how IGD and depression intercorrelate longitudinally at a symptom level. This study aimed to explore the directional relationships between IGD and depressive symptoms and identify the key symptoms in their comorbidity using cross-lagged panel network (CLPN) modeling. Methods: A sample of 601 young gamers (mean age = 23.76) in Hong Kong completed the Internet Gaming Disorder Scale – Short Form and Patient Health Questionnaire-9 semi-annually at two-time points. Autoregressive and cross-lagged effects between depressive and IGD symptoms were analyzed via CLPN while controlling gamers' preferences across five game genres in R. Results: The comorbidity was mainly driven from depressive symptoms to IGD symptoms, with a few weaker associations from IGD to depressive symptoms. ‘Anhedonia’ (out-/bridge-expected influence = 2.88; 0.03) and ‘Motor problems’ (out-/bridge-expected influence = 1.24; 0.03) from depression were the central and bridge symptoms to trigger the development of IGD symptoms, whereas ‘continue gaming despite harm’ (in-expected influence = 1.29) was the most consequent symptom. ‘Anhedonia’ (r = 0.17) and ‘suicidal risk’ (r = 0.15) to ‘continuation despite harm’ were the strongest paths connecting depression and IGD. Gamers who preferred First-Person Shooter games and Massively Multiplayer Online Role-Playing games were more vulnerable to depressive and IGD symptoms. Conclusions: Our findings provide empirical support for the comorbidity between IGD and depression and clarify their directional relationships at a symptom level. We identify antecedent bridge symptoms as targets for preventing escalation of co-occurring issues. |
| Persistent Identifier | http://hdl.handle.net/10722/359136 |
| ISSN | 2023 Impact Factor: 4.9 2023 SCImago Journal Rankings: 2.082 |
| DC Field | Value | Language |
|---|---|---|
| dc.contributor.author | Ye, Xingcan | - |
| dc.contributor.author | Fong, Ted Chun Tat | - |
| dc.contributor.author | Yip, Paul Siu Fai | - |
| dc.date.accessioned | 2025-08-22T00:30:28Z | - |
| dc.date.available | 2025-08-22T00:30:28Z | - |
| dc.date.issued | 2025-04-15 | - |
| dc.identifier.citation | Journal of Affective Disorders, 2025, v. 375, p. 27-34 | - |
| dc.identifier.issn | 0165-0327 | - |
| dc.identifier.uri | http://hdl.handle.net/10722/359136 | - |
| dc.description.abstract | Background: Internet gaming disorder (IGD) is a prevalent behavioral addiction that co-occurs with depression. Little is known about how IGD and depression intercorrelate longitudinally at a symptom level. This study aimed to explore the directional relationships between IGD and depressive symptoms and identify the key symptoms in their comorbidity using cross-lagged panel network (CLPN) modeling. Methods: A sample of 601 young gamers (mean age = 23.76) in Hong Kong completed the Internet Gaming Disorder Scale – Short Form and Patient Health Questionnaire-9 semi-annually at two-time points. Autoregressive and cross-lagged effects between depressive and IGD symptoms were analyzed via CLPN while controlling gamers' preferences across five game genres in R. Results: The comorbidity was mainly driven from depressive symptoms to IGD symptoms, with a few weaker associations from IGD to depressive symptoms. ‘Anhedonia’ (out-/bridge-expected influence = 2.88; 0.03) and ‘Motor problems’ (out-/bridge-expected influence = 1.24; 0.03) from depression were the central and bridge symptoms to trigger the development of IGD symptoms, whereas ‘continue gaming despite harm’ (in-expected influence = 1.29) was the most consequent symptom. ‘Anhedonia’ (r = 0.17) and ‘suicidal risk’ (r = 0.15) to ‘continuation despite harm’ were the strongest paths connecting depression and IGD. Gamers who preferred First-Person Shooter games and Massively Multiplayer Online Role-Playing games were more vulnerable to depressive and IGD symptoms. Conclusions: Our findings provide empirical support for the comorbidity between IGD and depression and clarify their directional relationships at a symptom level. We identify antecedent bridge symptoms as targets for preventing escalation of co-occurring issues. | - |
| dc.language | eng | - |
| dc.publisher | Elsevier | - |
| dc.relation.ispartof | Journal of Affective Disorders | - |
| dc.subject | Comorbidity | - |
| dc.subject | Cross-lagged effects | - |
| dc.subject | Game genres | - |
| dc.subject | Internet gaming | - |
| dc.subject | Longitudinal | - |
| dc.subject | Network analysis | - |
| dc.title | A cross-lagged panel network model on internet gaming disorder and depressive symptoms concerning preferences for game genres | - |
| dc.type | Article | - |
| dc.identifier.doi | 10.1016/j.jad.2025.01.006 | - |
| dc.identifier.pmid | 39814188 | - |
| dc.identifier.scopus | eid_2-s2.0-85215410149 | - |
| dc.identifier.volume | 375 | - |
| dc.identifier.spage | 27 | - |
| dc.identifier.epage | 34 | - |
| dc.identifier.eissn | 1573-2517 | - |
| dc.identifier.issnl | 0165-0327 | - |
