Cited by 81Impact of Technology on AdolescentsCOVID-19 and Mental HealthSexuality, Behavior, and Technology

Anxiety, Depression, and Stress Are Associated With Internet Gaming Disorder During COVID-19: Fear of Missing Out as a Mediator

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Wang, Yang, Liu, Bingjie, Zhang, Lei, Zhang, Peng·2022·Frontiers in Psychiatry

Abstract

Background: Many teenagers suffered negative emotional states, especially anxiety and depression, during the COVID-19 outbreak, and most teenagers choose Internet games to cope with negative emotion. Previous evidence indicated that fear of missing out is related with anxiety and depression in teenagers with Internet gaming disorder, but it is unclear how fear of missing out influences depression, anxiety, or stress. Methods: Based on an I-PACE model, using Depression, Anxiety, Stress Scale (DASS-21), Fear of Missing Out Scale, and Internet Gaming Addiction Scale, and 324 middle school students as participants, this study explored the mediating effect of fear of missing out on depression, anxiety, or stress and Internet gaming disorder. Results: The results showed that depression and stress are significantly related to Internet gaming disorder through the partial mediating of fear of missing out. Anxiety is not significantly related to Internet gaming disorder through the full mediating of fear of missing out, and anxiety and stress have a greater predictive effect on Internet gaming disorder through fear of missing out. Results also demonstrated that students who play Honor of Kings or Player Unknown's Battlegrounds have more risk to develop Internet gaming disorder. Conclusions: The results indicated that fear of missing out as a mediator regulates the relationship among depression, anxiety, and stress and Internet game disorder. Specifically, under the mediation of fear of missing out, teenagers with anxiety are more likely to develop Internet gaming disorder, while teenagers with depression or stress might be prone to other types of Internet use disorders.

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  • 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 Wang, Liu, Zhang, & Zhang, 2022

    The Introduction (page not provided) says that teenagers experienced anxiety, depression, and stress during the COVID-19 outbreak and chose internet games to cope with negative emotions. It does not establish that they spent more time gaming than before the pandemic or that gaming addiction worsened during it. (LLM, conf=0.86)

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Authors
Wang, Y., Liu, B., Zhang, L., & Zhang, P.
Affiliations
  • Tianjin Normal University (CN)
  • East China Normal University (CN)
Corresponding author
Zhang, Peng
Venue
Frontiers in Psychiatry
Published
2022-02-11
Volume
13
Pages
827519-827519
ISSN
1664-0640 (ISSN-L)
OpenAlex
W4211059451
Cited by
81
References
25
Citations by year
2026: 15 · 2025: 19 · 2024: 25 · 2023: 15 · 2022: 7
FWCI
23.74
Type
journal article
Language
en
Open access
Locations
  • Frontiers in Psychiatry (publishedVersion, cc-by)
  • PubMed Central (publishedVersion, cc-by)
  • PubMed (publishedVersion)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
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, fear of missing out, anxiety, depression, stress, COVID-19 pandemic, adolescents, junior high school students, gaming addiction, Honor of Kings, PUBG, mediation

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