Abstract

Ample evidence indicates that peer victimization is a crucial risk factor for adolescent internet gaming disorder (IGD); however, little is known about the mechanisms underlying this association. Based on the risk-buffering model and self-determination theory, this study tested whether parental knowledge moderated the relationship between peer victimization and adolescent IGD and whether this moderating effect was mediated by basic psychological needs satisfaction (BPNS). A sample of 3080 adolescents (Meanage = 14.51; SD = 1.97) anonymously responded to a set of questionnaires. The results revealed that the positive association between peer victimization and adolescent IGD was stronger among adolescents with parents who had low-level parental knowledge than for those with high-level parental knowledge. Moreover, this moderating effect was mediated by BPNS. These findings highlight that parental knowledge is an important protective factor against IGD for adolescents who experience peer victimization and BPNS is one mechanism that explains how this effect works.

Highlights

  • Internet gaming disorder (IGD) refers to the physical, psychological, and social damage caused by the uncontrollable, excessive, and compulsive playing of internet games [1,2]

  • Based on the risk-buffering model [20,21] and self-determination theory [22,23], this study aimed to explore whether parental knowledge moderates the relationship between peer victimization and internet gaming disorder (IGD), and whether this moderating effect is mediated by basic psychological needs satisfaction

  • According to the diagnostic criterion for IGD [2], almost 4.25% (n = 131) of the adolescents in the present sample were classified as IGD; this proportion is in line with national

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Summary

Introduction

Internet gaming disorder (IGD) refers to the physical, psychological, and social damage caused by the uncontrollable, excessive, and compulsive playing of internet games [1,2]. In March 2020, a survey in China indicated that the number of internet users aged 10–19 years had reached 174 million, and that the rate of playing online games had reached 58.9% among the total number of internet users [3]. Chinese adolescents display a high prevalence of IGD, ranging within 2.97–13% [4,5,6]. As. China has numerous gamers and a high prevalence of IGD among adolescents, the causes, correlation, and consequences of IGD among Chinese adolescents have garnered research attention [6,7,8]. Negative peer relationships (especially peer victimization) may be an adverse stressor that contributes to the development of problem behaviors among adolescents [10]

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