Anxiety, Depression, and Stress Are Associated With Internet Gaming Disorder During COVID-19: Fear of Missing Out as a Mediator
Open accessAbstract
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
- Publisher
- Frontiers Media SA
- Published
- 2022-02-11
- Volume
- 13
- Pages
- 827519-827519
- ISSN
- 1664-0640 (ISSN-L)
- PMC
- PMC8873089
- 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
- gold
- doi.org
- Licence
- 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
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 ›
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