Abstract

Background and AimsProblematic gaming behavior in adolescence is becoming a bigger societal problem. An increasing number of adolescents have difficulties in controlling their game play and are at risk for the development of Internet Gaming Disorder (IGD) symptoms already at a young age. DesignIn this longitudinal study, 354 adolescents (mean age = 13.9, 48.9% boys) were followed over 12 months. It was hypothesized that attention problems, social vulnerability, and life satisfaction uniquely and interactively predict increase in IGD symptoms. ResultsThe findings of a zero-inflated model revealed main effects of social vulnerability (B = 0.297, SE = 0.142) and attention problems (B = 0.298, SE = 0.134) on IGD symptoms while controlling for gender differences. In addition, the effect of attention problems on IGD was the strongest among adolescents who were more socially vulnerable (B = −0.681, SE = 0.140) and less satisfied with life (B = −0.485, SE = 0.199). ConclusionsAdolescents with attention problems might have difficulties in directing their attention towards other tasks, placing them at an increased risk for developing problematic gaming behavior. This risk is further exacerbated by social vulnerability and dissatisfaction with life.

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