Abstract

Background: Adolescent victims of bullying are more likely to experience a range of mental health problems. Although research has investigated the relationship between bullying victimization and various addictive behaviors, the impact of bullying on problem video gaming (PVG) remains largely unexplored. The purpose of this study is to investigate the relationship between bullying victimization and PVG as mediated by the presence of internalizing and externalizing problems. Methods: Survey responses were collected from 6353 high-school students aged 12 to 18. Measures include bullying victimization (physical, verbal, cyber and indirect), internalizing (e.g., anxious and depressive symptoms) and externalizing (e.g., aggressive and delinquent problems) problems, and PVG (measured by the Internet Gaming Disorder Scale–Short Form). Results: Mediation analyses indicated that the relationship between verbal bullying and PVG was completely mediated by the presence of internalizing and externalizing problems. The relationship between physical bullying and PVG was completely mediated by externalizing problems and the relationship between cyberbullying and PVG was completely mediated by internalizing problems. Lastly, the relationship between indirect bullying and PVG was partially mediated by externalizing and internalizing problems. Conclusions: Results suggest that different types of bullying victimization are differentially associated with PVG, with mental health symptoms significantly mediating this relationship.

Highlights

  • Technological developments in recent decades have increased engagement with screenbased technologies including computers/laptops, video gaming consoles, smartphones and tablets among children and adolescents

  • Given the potential associations between bullying victimization, mental health symptoms and problem video gaming (PVG), the present study aims to analyze the relationships between different types of bullying victimization and PVG severity, as mediated by externalizing and internalizing problems

  • The current study provides a more detailed analysis of the relationship between different types of bullying victimization and PVG severity

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Summary

Introduction

Technological developments in recent decades have increased engagement with screenbased technologies including computers/laptops, video gaming consoles, smartphones and tablets among children and adolescents. In 2019, the World Health Organization (WHO) recognized gaming disorder (GD) as a mental disorder characterized by a persistent engagement in gaming, impaired control over gaming, and functional impairment due to gaming over a period of at least 12 months [8]. The inclusion of this disorder in the ICD-11 was not without controversy, with the DSM-5 identifying internet gaming disorder as a disorder requiring further research before official inclusion [9], and some experts claiming that labeling problematic engagement in gaming as a disorder would be premature [10,11].

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