The Association between Video Game Time and Adolescent Mental Health: Evidence from Rural China
Open accessAbstract
As digital devices like computers become more widely available in developing countries, there is a growing need to understand how the time that adolescents spend using these devices for recreational purposes such as playing video games is linked with their mental health outcomes. We measured the amount of time that adolescents in rural China spent playing video games and the association of video game time with their mental health. We collected data from primary and junior high schools in a poor, rural province in northwest China (n = 1603 students) and used the Depression, Anxiety, and Stress Scales (DASS-21) to measure mental health symptoms. The results indicated that the average video game time was about 0.69 h per week. There was a significant association between adolescent video game time and poorer mental health. Each additional hour of playing video games also increased the chance of having moderate or above symptoms. Moreover, boys and non-left-behind children had worse mental health if they played more video games. Our study contributes to literature on the links between recreational screen time and mental health, and it sheds light on an issue addressed by recent government legislation to limit the video game time of minors in China.
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?
Traditional sedentary games have been associated with negative health outcomes due to prolonged inactivity.
“Unlike traditional sedentary games, which have been associated with negative health outcomes due to prolonged inactivity [64–67], AVGs incorporate bodily movement as a core component of gameplay [68]; exergaming is a specific type of AVG designed primarily for exercise rather than entertainment [68].”
From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [66]
The Conclusions (page not specified) report an association between video game time and worse mental health among rural adolescents in China. The paper does not establish that the games were sedentary or that prolonged inactivity caused the outcomes; the Introduction also describes prior findings as mixed. (LLM, conf=0.86)
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
The Multidimensional Scale of Perceived Social Support
Zimet, G. D., Dahlem, N. W., Zimet, S. G., & Farley, G. K. (1988) · Journal of Personality Assessment · doi:10.1207/s15327752jpa5201_2 · Cited by 13,339 · see citing works
The Lancet Commission on global mental health and sustainable development
Patel, V., Saxena, S., Lund, C., Thornicroft, G., Baingana, F., Bolton, P., Chisholm, D., Collins, P. Y., Cooper, J. L., Eaton, J., et al. (2018) · The Lancet · doi:10.1016/s0140-6736(18)31612-x · Cited by 3,692 · see citing works
Child and adolescent mental health worldwide: evidence for action
Kieling, C., Baker-Henningham, H., Belfer, M., Conti, G., Ertem, I., Omigbodun, O., Rohde, L. A., Srinath, S., Ulkuer, N., & Rahman, A. (2011) · The Lancet · doi:10.1016/s0140-6736(11)60827-1 · Cited by 2,449 · see citing works
Kim-Cohen, J., Caspi, A., Moffitt, T. E., Harrington, H., Milne, B. J., & Poulton, R. (2003) · Archives of General Psychiatry · doi:10.1001/archpsyc.60.7.709 · Cited by 2,025 · see citing works
The relationship between physical and mental health: A mediation analysis
Ohrnberger, J., Fichera, E., & Sutton, M. (2017) · Social Science & Medicine · doi:10.1016/j.socscimed.2017.11.008 · Cited by 967 · cited 1× · see citing works
“Evidence shows a strong positive association between mental illness experienced during adolescence and negative life outcomes, such as lower educational attainment [2,3] and decreased work productivity [4].”
BackgroundMental Health Service Provision in Low- and Middle-Income Countries
Rathod, S., Pinninti, N., Irfan, M., Gorczynski, P., Rathod, P., Gega, L., & Naeem, F. (2017) · Health Services Insights · doi:10.1177/1178632917694350 · Cited by 866 · see citing works
Canty-Mitchell, J., & Zimet, G. D. (2000) · American Journal of Community Psychology · doi:10.1023/a:1005109522457 · Cited by 844 · see citing works
Bai, S., Hew, K. F., & Huang, B. (2020) · Educational Research Review · doi:10.1016/j.edurev.2020.100322 · Cited by 689 · see citing works
Ferguson, C. J. (2015) · Perspectives on Psychological Science · doi:10.1177/1745691615592234 · Cited by 524 · see citing works
Chou, K.-L. (2000) · Personality and Individual Differences · doi:10.1016/s0191-8869(99)00098-7 · Cited by 507 · see citing works
Promoting child and adolescent mental health in low and middle income countries
Patel, V., Flisher, A. J., Nikapota, A., & Malhotra, S. (2008) · Journal of Child Psychology and Psychiatry · doi:10.1111/j.1469-7610.2007.01824.x · Cited by 433 · see citing works
Online gaming addiction in children and adolescents: A review of empirical research
Kuss, D. J., & Griffiths, M. D. (2012) · Journal of Behavioral Addictions · doi:10.1556/jba.1.2012.1.1 · Cited by 418 · see citing works
Desai, R. A., Krishnan‐Sarin, S., Cavallo, D. A., & Potenza, M. N. (2010) · PEDIATRICS · doi:10.1542/peds.2009-2706 · Cited by 372 · see citing works
Adolescent Mental Health, Behavior Problems, and Academic Achievement
McLeod, J., Uemura, R., & Rohrman, S. (2012) · Journal of Health and Social Behavior · doi:10.1177/0022146512462888 · Cited by 350 · see citing works
Playing Video games during the COVID-19 pandemic and effects on players’ well-being
Barr, M., & Copeland-Stewart, A. (2022) · Games and Culture · doi:10.1177/15554120211017036 · Cited by 316 · see citing works
Teng, Z., Pontes, H. M., Nie, Q., Griffiths, M. D., & Guo, C. (2021) · Journal of Behavioral Addictions · doi:10.1556/2006.2021.00016 · Cited by 302 · see citing works
Mental Health and Productivity at Work: Does What You Do Matter?
Bubonya, M., Cobb‐Clark, D. A., & Wooden, M. (2016) · Labour Economics · doi:10.1016/j.labeco.2017.05.001 · Cited by 245 · see citing works
Wu, X.-S., Zhang, Z., Zhao, F., Wang, W., Li, Y., Bi, L., Qian, Z., Lu, S., Feng, F., Hu, C., et al. (2016) · Journal of Adolescence · doi:10.1016/j.adolescence.2016.07.012 · Cited by 238 · see citing works
Screening for anxiety and depression in early adolescence
DIERKER, L. C., ALBANO, A. M., CLARKE, G. N., HEIMBERG, R. G., KENDALL, P. C., MERIKANGAS, K. R., LEWINSOHN, P. M., OFFORD, D. R., KESSLER, R., & KUPFER, D. J. (2001) · Journal of the American Academy of Child & Adolescent Psychiatry · doi:10.1097/00004583-200108000-00015 · Cited by 180 · see citing works
Scholten, S., Velten, J., Bieda, A., Zhang, X. C., & Margraf, J. (2017) · Psychological Assessment · doi:10.1037/pas0000440 · Cited by 165 · see citing works
Video Game Genre as a Predictor of Problem Use
Elliott, L. C., Golub, A. L., Ream, G. L., & Dunlap, E. (2012) · Cyberpsychology Behavior and Social Networking · doi:10.1089/cyber.2011.0387 · Cited by 158 · see citing works
Oberle, E., Ji, X. R., Kerai, S., Guhn, M., Schonert-Reichl, K. A., & Gadermann, A. M. (2020) · Preventive Medicine · doi:10.1016/j.ypmed.2020.106291 · Cited by 149 · see citing works
Mental health service provision in low and middle-income countries
Weinmann, S., & Koesters, M. (2016) · Current Opinion in Psychiatry · doi:10.1097/yco.0000000000000256 · Cited by 144 · see citing works
Liao, Z., Huang, Q., Huang, S., Tan, L., Shao, T., Fang, T., Chen, X., Lin, S., Qi, J., Cai, Y., et al. (2020) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2020.598585 · Cited by 142 · see citing works
Self-citationFactorial Invariance of the DASS-21 Among Adolescents in Four Countries
Mellor, D. J., Vinet, E. V., Xu, X., Mamat, N. H., Richardson, B., & Mella, F. R. (2014) · European Journal of Psychological Assessment · doi:10.1027/1015-5759/a000218 · Cited by 140 · see citing works
Kovess-Masfety, V., Keyes, K., Hamilton, A., Hanson, G., Bitfoi, A., Golitz, D., Koç, C., Kuijpers, R., Lesinskiene, S., Mihova, Z., et al. (2016) · Social Psychiatry and Psychiatric Epidemiology · doi:10.1007/s00127-016-1179-6 · Cited by 140 · cited 3× · see citing works
“, internet gaming disorder) is often linked with other mental health conditions [15,16], video games can also have benefits for mental health when used moderately, such as by increasing social interactions and reducing isolation [47], though one study among Canadian adolescents found no significant associations betwee…”
BackgroundThe Effects of Casual Videogames on Anxiety, Depression, Stress, and Low Mood: A Systematic Review
Pine, R., Fleming, T. M., McCallum, S., & Sutcliffe, K. (2020) · Games for Health Journal · doi:10.1089/g4h.2019.0132 · Cited by 140 · see citing works
Wartberg, L., Kriston, L., Krämer, M., Schwedler-Diesener, A., Lincoln, T. M., & Kammerl, R. (2017) · European Psychiatry · doi:10.1016/j.eurpsy.2016.12.013 · Cited by 136 · see citing works
Screen Use and Mental Health Symptoms in Canadian Children and Youth During the COVID-19 Pandemic
Li, X., Vanderloo, L. M., Keown‐Stoneman, C. D. G., Cost, K. T., Charach, A., Maguire, J. L., Monga, S., Crosbie, J., Burton, C. L., Anagnostou, E. A., et al. (2021) · JAMA Network Open · doi:10.1001/jamanetworkopen.2021.40875 · Cited by 136 · see citing works
Correlates of video games playing among adolescents in an Islamic country
Allahverdipour, H., Bazargan, M., Farhadinasab, A., & Moeini, B. (2010) · BMC Public Health · doi:10.1186/1471-2458-10-286 · Cited by 129 · see citing works
Juegos serios para el tratamiento o la prevención de la depresión: una revisión sistemática
Fleming, T. M., Cheek, C., Merry, S. N., Thabrew, H., Bridgman, H., Stasiak, K., Shepherd, M., Perry, Y., & Hetrick, S. (2015) · Revista de Psicopatología y Psicología Clínica · doi:10.5944/rppc.vol.19.num.3.2014.13904 · Cited by 120 · cited 1× · see citing works
“For instance, there is some evidence that video games whose primary purpose is not entertainment (“serious games”) may help reduce symptoms of anxiety and depression [41,46], while children and adolescents who play Massively Multiplayer Online Role-Playing Games (MMORPGs) may have a relatively high risk of addiction a…”
BackgroundPorter, A. M., & Goolkasian, P. A. (2019) · Frontiers in Psychology · doi:10.3389/fpsyg.2019.00967 · Cited by 98 · see citing works
Revealing the hotspots of educational gamification: An umbrella review
Metwally, A. H. S., Nacke, L. E., Chang, M., Wang, Y., & Yousef, A. M. F. (2021) · International Journal of Educational Research · doi:10.1016/j.ijer.2021.101832 · Cited by 74 · see citing works
Zhang, J., Yan, L., & Yuan, Y. (2019) · Journal of Affective Disorders · doi:10.1016/j.jad.2019.07.069 · Cited by 69 · see citing works
Technology and Adolescent Mental Health
(2018) · Springer eBooks · doi:10.1007/978-3-319-69638-6 · Cited by 66 · see citing works
Hygen, B. W., Skalická, V., Stenseng, F., Belsky, J., Steinsbekk, S., & Wichstrøm, L. (2020) · Journal of Child Psychology and Psychiatry · doi:10.1111/jcpp.13289 · Cited by 65 · see citing works
Internet addiction and loneliness as predictors of internet gaming disorder in adolescents
Traş, Z. (2019) · Educational Research and Reviews · doi:10.5897/err2019.3768 · Cited by 60 · see citing works
Ohannessian, C. M. (2018) · Journal of Affective Disorders · doi:10.1016/j.jad.2017.10.009 · Cited by 54 · see citing works
Does Gamification in Education Work?: Experimental Evidence from Chile
Araya, R., Ortiz, E. A., Bottan, N. L., & Cristia, J. (2019) · doi:10.18235/0001777 · Cited by 52 · see citing works
Hartanto, A., Lua, V. Y. Q., Quek, F. Y. X., Yong, J. C., & Ng, M. H. S. (2021) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2021.100135 · Cited by 45 · see citing works
Jiang, Q., She, X., Dill, S., Sylvia, S., Singh, M. K., Wang, H., Boswell, M. J., & Rozelle, S. (2022) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph19095026 · Cited by 42 · see citing works
Self-citationXiang, Y.-T., Jin, Y., Zhang, L., Li, L., Ungvari, G. S., Ng, C. H., Zhao, M., & Hao, W. (2020) · Neuroscience Bulletin · doi:10.1007/s12264-020-00475-w · Cited by 29 · see citing works
Self-citationSun, T., Tang, Q., Liu, D., Zhao, L., Wang, F., & Xie, H. (2020) · Journal of Mental Health · doi:10.1080/09638237.2020.1793117 · Cited by 21 · see citing works
Video Games and Their Impact on Teens’ Mental Health
DeRosier, M. E., & Thomas, J. M. (2018) · Springer eBooks · doi:10.1007/978-3-319-69638-6_17 · Cited by 8 · see citing works
Makhnach, A. V., Laktionova, A. I., Постылякова, Ю. В., et al. (2021) · Psikhologicheskii zhurnal · doi:10.31857/s020595920016005-1 · Cited by 6 · see citing works
Lam, J. W. I., Cheung, W. M., Au, D. W. H., Tsang, H. W. H., So, W. W. Y., & Zhu, Y. (2016) · Education Research International · doi:10.1155/2016/4165089 · Cited by 5 · see citing works
Flagged first, then by citations
Research works printed but not linked: 2
- [27]UNICEF UNICEF Welcomes State Council Guideline on the Protection of Left Behind Children Available online: https://www.unicef.cn/en/press-releases/unicef-welcomes-state-council-guideline-protection-left-behind-children (accessed on 22 February 2018)
- [53]National Press and Publication Administration Notice about Further Increasing Strict Enforcement to Prevent the Internet Addiction among Minors Available online: http://www.gov.cn/zhengce/zhengceku/2021-09/01/content_5634661.htm (accessed on 30 August 2021)
Cited by
Sorted by citations
The associations between screen time and mental health in adolescents: a systematic review
Santos, R. M. S., Mendes, C. G., Sen Bressani, G. Y., de Alcantara Ventura, S., de Almeida Nogueira, Y. J., de Miranda, D. M., & Romano-Silva, M. A. (2023) · BMC Psychology · doi:10.1186/s40359-023-01166-7 · Cited by 311 · see citing works
Health Benefits of Video Games in Adolescents and Young Adults
Nagata, J. M., Nayak, S., Choi, W., Potes, C., Heuer, A., Memon, Z., Talebloo, J., Li, E. J., Bao, K., Helmer, C. K., et al. (2026) · Current Pediatrics Reports · doi:10.1007/s40124-026-00376-y · Cited by 1 · see citing works
- Authors
- Li, L., Abbey, C., Wang, H., Zhu, A., Shao, T., Dai, D., Jin, S., & Rozelle, S.
- Affiliations
- Hangzhou Dianzi University (CN)
- Stanford University (US)
- Michigan State University (US)
- Corresponding author
- Li, Lili
- Abbey, Cody
- Venue
- International Journal of Environmental Research and Public Health
- Publisher
- MDPI AG
- Published
- 2022-11-10
- Volume
- 19
- Issue
- 22
- Pages
- 14815
- ISSN
- 1660-4601 (ISSN-L)
- PMC
- PMC9691221
- OpenAlex
- W4308866995
- Cited by
- 33
- References
- 46
- Citations by year
- 2026: 9 · 2025: 12 · 2024: 8 · 2023: 4
- FWCI
- 8.63
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- Locations
- International Journal of Environmental Research and Public Health (publishedVersion, cc-by)
- PubMed Central (publishedVersion, cc-by)
- PubMed (publishedVersion)
- RePEc: Research Papers in Economics (submittedVersion)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- Funders
- Enlight Foundation
- Topics
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Social Sciences › Education › Child Development and Digital Technology
- Social Sciences › Psychology › Clinical Psychology › Child and Adolescent Psychosocial and Emotional Development
- Keywords
- adolescent mental health, screen time, depression, anxiety, stress, rural adolescents, left-behind children, gender differences, China
- MeSH terms
- Adolescent Health, Adolescent, Adolescent Behavior, Child, China, Humans, Male, Mental Health, Video Games
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