Abstract

AbstractThe present study explored the relationship between video/online game playing and suicide risk among Japanese young adults using the interpersonal–psychological theory of suicide. A sample of 310 players aged 20–39 years was recruited through an Internet research company. Each participant completed a questionnaire containing items that measured time spent on games, game addiction (GA), game categories, suicidal ideation (SI), suicide attempt (SA), perceived burdensomeness, thwarted belongingness, acquired capability for suicide (ACS), depression, and demographic variables (including age and sex). Multiple regression analyses revealed that depression and the GA × depression interaction significantly explained SI. However, the effect was limited. Additionally, the results revealed that SI was a strong predictor of SA, but the SI × ACS interaction and the SI × ACS × time spent on games interaction were also significant. It should be noted that the time spent on games explained the SA only when SI was low and ACS was high. These results may indicate the necessity of examining suicide risk in GA interventions for young adults; however, more research is needed.

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