Depression and anxiety symptoms associated with internet gaming disorder before and during the COVID-19 pandemic: A longitudinal study
Open accessAbstract
Background: The coronavirus disease-2019 (COVID-19) pandemic has profoundly impacted aspects of human life globally. Playing videogames has been encouraged by several organizations to help individuals cope with the COVID-19 pandemic and associated restrictive measures. This longitudinal study was the first to examine gaming in the context of the pandemic and its association with depressive and anxiety symptoms. Methods: The sample comprised 1,778 children and adolescents (50.7% male) who were part of the Project of School Mental Health in Southwest China. Data were collected at two-time intervals: before the COVID-19 pandemic (October to November 2019 – [T1]) and during the COVID-19 pandemic (April to May 2020 – [T2]). Data were collected on perceived COVID-19 impacts, videogame use, Internet Gaming Disorder (IGD), and depressive and anxiety symptoms. Cross-lagged panel models were computed to examine longitudinal relationships. Results: The results indicated that both videogame use and IGD increased significantly for adolescents at T2. The cross-lagged panel model results suggested that depressive and anxiety symptoms at T1 positively predicted IGD and videogame use at T2 (especially for boys), but not inversely. Perceived COVID-19 impacts mediated the relationship between depressive and anxiety symptoms at T1 and IGD at T2. Conclusion: Children and adolescents both increased videogame use at T2, but only adolescents significantly increased IGD severity at T2. The findings supported the compensatory hypothesis, and are consistent with the Interaction of Person-Affect-Cognition-Execution model as individual responses to COVID-19 may function as a mediator between personal predisposing variables and IGD.
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
Gaming behaviour was exacerbated during the COVID-19 pandemic as young people spent more time on internet games to cope with psychological distress.
“It was worth noting that this addictive behaviour of games was exacerbated during the COVID-19 pandemic as young people are spending more time on internet games to cope with their psychological distress (i.e.anxiety, depression and stress) (Teng, Pontes, Nie, Griffiths, & Guo, 2021;Wang, Liu, Zhang, & Zhang, 2022).”
From Online Self-Help Acceptance and Commitment Therapy Module for College Students with Higher Gaming Disorder During COVID-19: A Pilot Study (2023) · cites this paper as Teng, Pontes, Nie, Griffiths, & Guo, 2021
The Conclusions and implications section (page not supplied) reports increased videogame use among both children and adolescents, but increased gaming-disorder severity only among adolescents. It also reports that pre-pandemic depression and anxiety predicted later gaming and interprets this as consistent with coping; it does not establish that distress caused young people to spend more time gaming, or that addictive behaviour worsened across both age groups. (LLM, conf=0.88)
Experimental — accuracy not yet measured
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Cites
Holmes, E. A., O'Connor, R. C., Perry, V. H., Tracey, I., Wessely, S., Arseneault, L., Ballard, C., Christensen, H., Cohen Silver, R., Everall, I., et al. (2020) · The Lancet Psychiatry · doi:10.1016/s2215-0366(20)30168-1 · Cited by 5,715 · see citing works
Mental health and the COVID-19 pandemic
Pfefferbaum, B., & North, C. S. (2020) · New England Journal of Medicine · doi:10.1056/nejmp2008017 · Cited by 4,378 · see citing works
A critique of the cross-lagged panel model
Hamaker, E. L., Kuiper, R. M., & Grasman, R. P. P. P. (2015) · Psychological Methods · doi:10.1037/a0038889 · Cited by 4,005 · see citing works
Huang, Y., & Zhao, N. (2020) · Psychiatry Research · doi:10.1016/j.psychres.2020.112954 · Cited by 3,736 · see citing works
Kardefelt-Winther, D. (2014) · Computers in Human Behavior · doi:10.1016/j.chb.2013.10.059 · Cited by 2,519 · see citing works
Mitigate the effects of home confinement on children during the COVID-19 outbreak
Wang, G., Zhang, Y., Zhao, J., Zhang, J., & Jiang, F. (2020) · The Lancet · doi:10.1016/s0140-6736(20)30547-x · Cited by 2,148 · see citing works
Brand, M., Wegmann, E., Stark, R., Müller, A., Wölfling, K., Robbins, T. W., & Potenza, M. N. (2019) · Neuroscience & Biobehavioral Reviews · doi:10.1016/j.neubiorev.2019.06.032 · Cited by 2,126 · see citing works
Kang, L., Ma, S., Chen, M., Yang, J., Wang, Y., Li, R., Yao, L., Bai, H., Cai, Z., Xiang Yang, B., et al. (2020) · Brain, Behavior, and Immunity · doi:10.1016/j.bbi.2020.03.028 · Cited by 1,516 · see citing works
Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study
Gentile, D. A., Choo, H., Liau, A., Sim, T., Li, D., Fung, D., & Khoo, A. (2011) · Pediatrics · doi:10.1542/peds.2010-1353 · Cited by 1,314 · see citing works
Duan, L., Shao, X., Wang, Y., Huang, Y., Miao, J., Yang, X., & Zhu, G. (2020) · Journal of Affective Disorders · doi:10.1016/j.jad.2020.06.029 · Cited by 991 · see citing works
Tull, M. T., Edmonds, K. A., Scamaldo, K. M., Richmond, J. R., Rose, J. P., & Gratz, K. L. (2020) · Psychiatry Research · doi:10.1016/j.psychres.2020.113098 · Cited by 922 · see citing works
Shanahan, L., Steinhoff, A., Bechtiger, L., Murray, A. L., Nivette, A., Hepp, U., Ribeaud, D., & Eisner, M. (2022) · Psychological Medicine · doi:10.1017/s003329172000241x · Cited by 675 · see citing works
González-Bueso, V., Santamaría, J., Fernández, D., Merino, L., Montero, E., & Ribas, J. (2018) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph15040668 · Cited by 487 · see citing works
COVID-19 anxiety symptoms associated with problematic smartphone use severity in Chinese adults
Elhai, J. D., Yang, H., McKay, D., & Asmundson, G. J. G. (2020) · Journal of Affective Disorders · doi:10.1016/j.jad.2020.05.080 · Cited by 325 · see citing works
Wartberg, L., Kriston, L., Zieglmeier, M., Lincoln, T., & Kammerl, R. (2019) · Psychological Medicine · doi:10.1017/s003329171800082x · Cited by 270 · see citing works
Mitigating and learning from the impact of COVID‐19 infection on addictive disorders
Marsden, J., Darke, S., Hall, W., Hickman, M., Holmes, J., Humphreys, K., Neale, J., Tucker, J., & West, R. (2020) · Addiction · doi:10.1111/add.15080 · Cited by 231 · see citing works
Teng, Z., Pontes, H. M., Nie, Q., Xiang, G., Griffiths, M. D., & Guo, C. (2020) · Addictive Behaviors · doi:10.1016/j.addbeh.2020.106530 · Cited by 154 · see citing works
Self-citation
Flagged first, then by citations
Research works printed but not linked: 37
- American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders (5th ed.). Arlington, VA: American Psychiatric Publishing.
- Blasi, M. D., Giardina, A., Giordano, C., Coco, G. L., Tosto, C., Billieux, J., (2019). Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers. Journal of Behavioral Addictions, 8(1), 25– 34. 10.1556/2006.8.2019.02. 30739460 PMC7044601 · DOI
- Brunborg, G. S., Mentzoni, R. A., & Frøyland, L. R. (2014). Is video gaming, or video game addiction, associated with depression, academic achievement, heavy episodic drinking, or conduct problems? Journal of Behavioral Addictions, 3(1), 27– 32. 10.1556/jba.3.2014.002. 25215212 PMC4117274 · DOI · Paper page
- Burleigh, T. L., Stavropoulos, V., Liew, L. W., Adams, B. L., & Griffiths, M. D. (2018). Depression, internet gaming disorder, and the moderating effect of the gamer-avatar relationship: An exploratory longitudinal study. International Journal of Mental Health and Addiction, 16(1), 102– 124. 10.1007/s11469-017-9806-3. · DOI
- Casey, B. J., & Caudle, K. (2013). The teenage brain: Self-control. Current Directions in Psychological Science, 22(2), 82– 87. 10.1177/0963721413480170. 25284961 PMC4182916 · DOI
- Chen, Y., Cao, Y., & Liu, Z. (2013). The application of a revised Chinese version of the State-Trait Anxiety Inventory in migrant children. Chinese Journal of Behavioral Medicine and Brain Science, 22(8), 755– 757. 10.3760/cma.j.issn.1674-6554.2013.08.025. · DOI
- Cheng, C., Cheung, M. W. L., & Wang, H. Y. (2018). Multinational comparison of internet gaming disorder and psychosocial problems versus well-being: Meta-analysis of 20 countries. Computers in Human Behavior, 88, 153– 167. 10.1016/j.chb.2018.06.033. · DOI
- Chen, Z. Y., Yang, X. D., & Li, X. Y. (2009). Psychometric features of CES-D in Chinese adolescents. Chinese Journal of Clinical Psychology, 17(4), 443– 445.
- Crews, F., He, J., & Hodge, C. (2007). Adolescent cortical development: A critical period of vulnerability for addiction. Pharmacology Biochemistry and Behavior, 86(2), 189– 199. 10.1016/j.pbb.2006.12.001. 17222895 PMC11646682 · DOI · Paper page
- Enders, C. K. (2010). Applied missing data analysis. New York: Guilford Press.
- Fitzpatrick, K. M., Harris, C., & Drawve, G. (2020). Living in the midst of fear: Depressive symptomatology among US adults during the COVID‐19 pandemic. Depression and Anxiety, 37(10), 957– 964. 10.1002/da.23080. 32667117 PMC7405392 · DOI · Paper page
- Jeong, H., Yim, H. W., Lee, S. Y., Lee, H. K., Potenza, M. N., Jo, S. J., (2019). Reciprocal relationship between depression and internet gaming disorder in children: A 12-month follow-up of the iCURE study using cross-lagged path analysis. Journal of Behavioral Addictions, 8(4), 725– 732. 10.1556/2006.8.2019.74. 32359239 PMC7044588 · DOI
- King, D. L., & Delfabbro, P. H. (2016). The cognitive psychopathology of Internet gaming disorder in adolescence. Journal of Abnormal Child Psychology, 44(8), 1635– 1645. 10.1007/s10802-016-0135-y. 26875565 · DOI
- King, D. L., Delfabbro, P. H., Billieux, J., & Potenza, M. N. (2020). Problematic online gaming and the COVID-19 pandemic. Journal of Behavioral Addictions. 9(2), 184– 186. 10.1556/2006.2020.00016. 32352927 PMC8939428 · DOI
- Király, O., Potenza, M. N., Stein, D. J., King, D. L., Hodgins, D. C., Saunders, J. B., (2020). Preventing problematic internet use during the COVID-19 pandemic: Consensus guidance. Comprehensive Psychiatry, 100, 152180. 10.1016/j.comppsych.2020.152180. 32422427 PMC7215166 · DOI
- Ko, C. H., & Yen, J. Y. (2020). Impact of COVID-19 on gaming disorder: Monitoring and prevention. Journal of Behavioral Addictions, 9(2), 187– 189. 10.1556/2006.2020.00040. 32634111 PMC8939426 · DOI
- Krossbakken, E., Pallesen, S., Mentzoni, R. A., King, D. L., Molde, H., Finserås, T. R., (2018). A cross-lagged study of developmental trajectories of video game engagement, addiction, and mental health. Frontiers in Psychology, 9, 2239. 10.3389/fpsyg.2018.02239. 30519203 PMC6258776 · DOI
- Liang, L., Ren, H., Cao, R., Hu, Y., Qin, Z., Li, C., (2020). The effect of COVID-19 on youth mental health. Psychiatric Quarterly, 91(3), 841– 852. 10.1007/s11126-020-09744-3. 32319041 PMC7173777 · DOI · Paper page
- Li, D., Liau, A., & Khoo, A. (2011). Examining the influence of actual-ideal self discrepancies, depression, and escapism, on pathological gaming among massively multiplayer online adolescent gamers. Cyberpsychology, Behavior, and Social Networking, 14(9), 535– 539. 10.1089/cyber.2010.0463. 21332374 · DOI
- Liu, L., Yao, Y. W., Li, C. S. R., Zhang, J. T., Xia, C. C., Lan, J., (2018). The comorbidity between internet gaming disorder and depression: Interrelationship and neural mechanisms. Frontiers in Psychiatry, 9, 154. 10.3389/fpsyt.2018.00154. 29740358 PMC5924965 · DOI
- Lwin, M. O., Stanaland, A. J., & Miyazaki, A. D. (2008). Protecting children's privacy online: How parental mediation strategies affect website safeguard effectiveness. Journal of Retailing, 84(2), 205− 217. 10.1016/j.jretai.2008.04.004. · DOI
- Maroney, N., Williams, B. J., Thomas, A., Skues, J., & Moulding, R. (2019). A stress-coping model of problem online video game use. International Journal of Mental Health and Addiction, 17(4), 845− 858. 10.1007/s11469-018-9887-7. · DOI
- McNeish, D., Stapleton, L. M., & Silverman, R. D. (2017). On the unnecessary ubiquity of hierarchical linear modeling. Psychological Methods, 22(1), 114− 140. 10.1037/met0000078. 27149401 · DOI
- Muthén, L. K., & Muthén, B. O. (1998-2017). Mplus user’s guide (8th ed.). Los Angeles, CA: Muthén & Muthén.
- Peeters, M., Koning, I., & van den Eijnden, R. (2018). Predicting internet gaming disorder symptoms in young adolescents: A one-year follow-up study. Computers in Human Behavior, 80, 255− 261. 10.1016/j.chb.2017.11.008. · DOI
- Pontes, H. M., & Griffiths, M. D. (2015). Measuring DSM-5 Internet gaming disorder: Development and validation of a short psychometric scale. Computers in Human Behavior, 45, 137− 143. 10.1016/j.chb.2014.12.006. · DOI · Paper page
- Pontes, H. M., & Griffiths, M. D. (2019). A new era for gaming disorder research: Time to shift from consensus to consistency. Addictive Behaviors, 103, 106059. 10.1016/j.addbeh.2019.106059. 31473045 · DOI
- Qiu, J., Shen, B., Zhao, M., Wang, Z., Xie, B., & Xu, Y. (2020). A nationwide survey of psychological distress among Chinese people in the COVID-19 epidemic: Implications and policy recommendations. General Psychiatry, 33(2), e100213. 10.1136/gpsych-2020-100213. 32215365 PMC7061893 · DOI · Paper page
- Richard, J., Fletcher, É., Boutin, S., Derevensky, J., & Temcheff, C. (2020). Conduct problems and depressive symptoms in association with problem gambling and gaming: A systematic review. Journal of Behavioral Addictions. 9(3), 497– 533 10.1556/2006.2020.00045. 32750033 PMC8943658 · DOI
- Schoemann, A. M., Boulton, A. J., & Short, S. D. (2017). Determining power and sample size for simple and complex mediation models. Social Psychological and Personality Science, 8(4), 379– 386. 10.1177/1948550617715068. · DOI · Paper page
- Shek, D. T. (1993). The Chinese version of the State‐Trait Anxiety Inventory: Its relationship to different measures of psychological well-being. Journal of Clinical Psychology, 49(3), 349– 358. 8315037
- Shi, J., Renwick, R., Turner, N. E., & Kirsh, B. (2019). Understanding the lives of problem gamers: The meaning, purpose, and influences of video gaming. Computers in Human Behavior, 97, 291− 303. 10.1016/j.chb.2019.03.023. · DOI
- Snodgrass, J. G., Lacy, M. G., Dengah, H. F., Eisenhauer, S., Batchelder, G., & Cookson, R. J. (2014). A vacation from your mind: Problematic online gaming is a stress response. Computers in Human Behavior, 38, 248− 260. 10.1016/j.chb.2014.06.004. · DOI
- Steinberg, L. (2005). Cognitive and affective development in adolescence. Trends in Cognitive Sciences, 9(2), 69− 74. 10.1016/j.tics.2004.12.005. 15668099 · DOI · Paper page
- Teng, Z., Nie, Q., Guo, C., Zhang, Q., Liu, Y., & Bushman, B. J. (2019). A longitudinal study of link between exposure to violent video games and aggression in Chinese adolescents: The mediating role of moral disengagement. Developmental Psychology, 55(1), 184– 195. 10.1037/dev0000624. 30335433 · DOI
- Viana, R. B., & de Lira, C. A. B. (2020). Exergames as coping strategies for anxiety disorders during the COVID-19 quarantine period. Games for Health Journal, 9(3), 147– 149. 10.1089/g4h.2020.0060. 32375011 · DOI
- Wichstrøm, L., Stenseng, F., Belsky, J., von Soest, T., & Hygen, B. W. (2019). Symptoms of internet gaming disorder in youth: Predictors and comorbidity. Journal of Abnormal Child Psychology, 47(1), 71– 83. 10.1007/s10802-018-0422-x. 29623484 PMC6329732 · DOI
Cited by
Sorted by citations
Madigan, S., Racine, N., Vaillancourt, T., Korczak, D. J., Hewitt, J. M. A., Pador, P., Park, J. L., McArthur, B. A., Holy, C., & Neville, R. D. (2023) · JAMA Pediatrics · doi:10.1001/jamapediatrics.2023.0846 · Cited by 354 · see citing works
Huang, S., Lai, X., Ke, L., Li, Y., Wang, H., Zhao, X., Dai, X., & Wang, Y. (2024) · Psychology Research and Behavior Management · doi:10.2147/prbm.s440889 · Cited by 196 · see citing works
Taylor, S. (2022) · Annual Review of Clinical Psychology · doi:10.1146/annurev-clinpsy-072720-020131 · Cited by 164 · see citing works
A systematic review of the impact of COVID-19 on the game addiction of children and adolescents
Han, T. S., Cho, H., Sung, D., & Park, M.-H. (2022) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2022.976601 · Cited by 91 · see citing works
The Association between Video Game Time and Adolescent Mental Health: Evidence from Rural China
Li, L., Abbey, C., Wang, H., Zhu, A., Shao, T., Dai, D., Jin, S., & Rozelle, S. (2022) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph192214815 · Cited by 33 · see citing works
Psychopathology and Gaming Disorder in Adolescents
Falcione, K., & Weber, R. (2025) · JAMA Network Open · doi:10.1001/jamanetworkopen.2025.28532 · Cited by 21 · see citing works
Fang, S., Huang, M., & Ding, D. (2024) · Current Psychology · doi:10.1007/s12144-023-05255-z · Cited by 12 · see citing works
Bakhtiari, M., Habibi Asgarabad, M., Dehghani, F., Alhosseini, K. A., & Semple, R. J. (2025) · PLOS ONE · doi:10.1371/journal.pone.0317824 · Cited by 8 · see citing works
Ding, D., Pan, M., Wang, W., Wang, X., Ma, S., Yang, Y., Huang, Y., Guo, M., & Wu, Y. (2023) · Behaviour Change · doi:10.1017/bec.2023.6 · Cited by 6 · see citing works
- Authors
- Teng, Z., Pontes, H. M., Nie, Q., Griffiths, M. D., & Guo, C.
- Affiliations
- Southwest University (CN)
- Birkbeck, University of London (GB)
- Nottingham Trent University (GB)
- Corresponding author
- Teng, Zhaojun
- Guo, Cheng
- Venue
- Journal of Behavioral Addictions
- Publisher
- Akademiai Kiado Zrt.
- Published
- 2021-04-16
- Volume
- 10
- Issue
- 1
- Pages
- 169-180
- ISSN
- 2062-5871 (ISSN-L)
- 2063-5303
- PMC
- PMC8969853
- OpenAlex
- W3135707376
- Cited by
- 302
- References
- 17
- Citations by year
- 2026: 31 · 2025: 59 · 2024: 55 · 2023: 72 · 2022: 57 · 2021: 28
- FWCI
- 67.38
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- Locations
- Journal of Behavioral Addictions (publishedVersion, cc-by-nc)
- PubMed Central (publishedVersion, cc-by-nc)
- PubMed (publishedVersion)
- BIROn (Birkbeck, University of London) (acceptedVersion)
- Nottingham Trent University's Institutional Repository (Nottingham Trent Repository) (acceptedVersion)
- Repository of the Academy's Library (Library of the Hungarian Academy of Sciences) (acceptedVersion, cc-by-nc)
- Funders
- China Postdoctoral Science Foundation (2018M640892)
- Fundamental Research Funds for the Central Universities (SWU1909106)
- Topics
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Social Sciences › Psychology › Clinical Psychology › COVID-19 and Mental Health
- Social Sciences › Psychology › Clinical Psychology › Sexuality, Behavior, and Technology
- Keywords
- internet gaming disorder, COVID-19 pandemic, depression, anxiety, adolescents, children, compensatory hypothesis, coping
- MeSH terms
- Internet Addiction Disorder, COVID-19, SARS-CoV-2, Adolescent, Anxiety Disorders, Child, China, Depressive Disorder, Humans, Longitudinal Studies, Severity of Illness Index, Video Games, Pandemics
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review