Abstract

BackgroundThe increasing prevalence of internet gaming disorder (IGD) among adolescents has become a global concern, while gaming plays a large role in many adolescents’ lives. While prior research emphasised the significance of investigating IGD through an etiological lens, the interconnections between diverse gaming motivations and IGD symptoms in adolescents remain inadequately understood. This study explored the associations between distinct gaming motivations and IGD symptoms by conducting network analysis in adolescents.MethodsData from a two-year longitudinal school-based survey (N = 2148) was utilized. LPA was used to offer a straightforward and interpretable solution for identifying adolescents with two-year healthy and deteriorating transitions of IGD profiles. Subsequently, we conducted a network analysis to explore and compare the associations between gaming motivations and IGD symptoms in adolescents with two-year healthy transition profiles and deteriorating transition profiles.ResultsThree profiles were delineated: ‘low IGD’ (T1: n = 808, 37.62%; T2: n = 731; 34.03%), ‘middle IGD’ (T1: n = 1063, 49.49%; T2: n = 1103, 51.35%), and ‘severe IGD’ (T1: n = 277, 12.89%; T2: n = 314, 14.62%), classifying adolescents with healthy transitions and those with deteriorating transitions. Three gaming motivations (i.e., ‘Daily entertainment’, ‘I am good at it’, and ‘Improvement of ability and mindset’) were identified as protective motivations. Two others, ‘Enjoy being in the gaming world’ and ‘Preoccupation’, were identified as bridge nodes in adolescents with deteriorating transitions. Three core nodes (i.e., ‘Sense of victory’, ‘Enjoy being in the gaming world’, and ‘Sense of achievement’) were identified in both adolescents with healthy profile transitions and deteriorating transitions.ConclusionFindings suggest that not all gaming motivations contribute to the development of IGD in adolescents. Adolescents with deteriorating transitions showed specific gaming motivation and IGD symptom that is closely connected. Future interventions should consider corresponding gaming motivation when addressing IGD among adolescents.

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