Abstract

This study tested a parallel two-mediator model in which the relationship between dimensions of emotional intelligence and online gaming addiction are mediated by perceived helplessness and perceived self-efficacy, respectively. The sample included 931 male adolescents (mean age = 16.18 years, SD = 0.95) from southern China. Data on emotional intelligence (four dimensions, including self-management of emotion, social skills, empathy and utilization of emotions), perceived stress (two facets, including perceived self-efficacy and perceived helplessness) and online gaming addiction were collected, and bootstrap methods were used to test this parallel two-mediator model. Our findings revealed that perceived self-efficacy mediated the relationship between three dimensions of emotional intelligence (i.e., self-management, social skills, and empathy) and online gaming addiction, and perceived helplessness mediated the relationship between two dimensions of emotional intelligence (i.e., self-management and emotion utilization) and online gaming addiction. These findings underscore the importance of separating the four dimensions of emotional intelligence and two facets of perceived stress to understand the complex relationship between these factors and online gaming addiction.

Highlights

  • Online gaming has become popular in the daily life of adolescents

  • Three dimensions of emotional intelligence and perceived self-efficacy were negatively associated with core symptoms and related problems of online gaming addiction

  • We investigated the associations between four dimensions of emotional intelligence, two facets of perceived stress and online gaming addiction in adolescence

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Summary

INTRODUCTION

Online gaming has become popular in the daily life of adolescents. A series of studies have shown that adolescents with excessive online gaming may display several classic signs of addiction, including being preoccupied by online games, causing various family and relationship problems, and experiencing mood modification (Griffiths et al, 2015). To date, no known studies have yet directly examined the two-mediator (perceived helplessness and perceived self-efficacy) model for explaining the relationship between emotional intelligence and online gaming addiction. The current study extends previous research by examining the associations between four dimensions of emotional intelligence (i.e., self-management of emotions, the utilization of emotions, empathy and social skills), two facets of perceived stress (i.e., perceived self-efficacy and perceived helplessness) and online gaming addiction in male adolescents. Following Mikolajczak and Luminet (2008) andIskender and Akin (2010), we predicted that emotional intelligence would increase perceived self-efficacy, which in turn contributes to less online gaming addiction in adolescence. We explored the associations between four dimensions of emotional intelligence and the two facets of perceived stress

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