Abstract

Objectives Many studies have examined the relationship between problematic smartphone use and subjective well-being, but studies on the relationship between problematic internet gaming and subjective well-being are lacking. Therefore, this study selected problematic internet gaming, self-control, problematic smartphone use, and subjective well-being as the main factors, and examined the effects of problematic internet gaming on subjective well-being through self-control and problematic smartphone use in adolescents using a multiple-parallel mediation model. This study aims to broaden the understanding of adolescents' problematic internet gaming and to provide a basis for developing programs to resolve the dysfunctions caused by problematic internet gaming, organizing preventive education, and establishing counseling stradegies considering the level of problematic internet gaming.
 Methods The survey period was July 13-27, 2022. A questionnaire was distributed to 400 male and female middle, high school, and university students in Seoul to measure demographic variables and major variables such as problematic internet gaming, self-control, problematic smartphone use, and subjective well-being, and data were collected and analyzed using a multiple-parallel mediation model.
 Results Problematic internet gaming had a significant negative effect on self-control and a significant positive effect on problematic smartphone use. Furthermore, self-control had a significant positive effect on subjective well-being and problematic internet gaming and problematic smartphone use had a significant negative effect on subjective well-being. Finally, problematic internet gaming were statistically significant in the path leading to subjective well-being through self-control and problematic smartphone use, confirming the multiple-parallel mediation effect.
 Conclusions In order to increase adolescents’ subjective well-being, it is necessary to explore educational options that foster a sense of self-control. In addition, excessive smartphone use for gaming has a negative impact on subjective well-being, so it is necessary to provide a variety of alternative activities and ways to play instead of using a smartphone.

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