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Impulsivity, Self-Regulation,and Pathological Video Gaming Among Youth: Testing a Mediation Model

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Given the potential negative mental health consequences of pathological video gaming, understanding its etiology may lead to useful treatment developments. The purpose of the study was to examine the influence of impulsive and regulatory processes on pathological video gaming. Study 1 involved 2154 students from 6 primary and 4 secondary schools in Singapore. Study 2 involved 191 students from 2 secondary schools. The results of study 1 and study 2 supported the hypothesis that self-regulation is a mediator between impulsivity and pathological video gaming. Specifically, higher levels of impulsivity was related to lower levels of self-regulation, which in turn was related to higher levels of pathological video gaming. The use of impulsivity and self-regulation in predicting pathological video gaming supports the dual-system model of incorporating both impulsive and reflective systems in the prediction of self-control outcomes. The study highlights the development of self-regulatory resources as a possible avenue for future prevention and treatment research.
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Asia-Pacific Journal of Public Health
XX(X) 1 –9
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DOI: 10.1177/1010539511429369
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XXX10.1177/1010539511429369
Liau et al.
1Nanyang Technological University, Singapore
2Singapore Armed Forces Counselling Centre, Singapore
3Iowa State University, Ames, IA, USA
4National University of Singapore, Singapore
5Hong Kong Polytechnic University, Hong Kong, SAR
Corresponding Author:
Albert Kienfie Liau, Psychological Studies Academic Group, National Institute of Education,
Nanyang Technological University, 1 Nanyang Walk, Singapore 637616, Singapore
Email: albertliau@yahoo.com
Impulsivity, Self-Regulation,
and Pathological Video
Gaming Among Youth:
Testing a Mediation Model
Albert Kienfie Liau1, Eng Chuan Neo2, Douglas Gentile3,
Hyekyung Choo4, Timothy Sim5, Dongdong Li1,
and Angeline Khoo1 [AQ: 1][AQ: 2]
Abstract
Given the potential negative mental health consequences of pathological video gaming, under-
standing its etiology may lead to useful treatment developments. The purpose of the study was
to examine the influence of impulsive and regulatory processes on pathological video gaming.
Study 1 involved 2154 students from 6 primary and 4 secondary schools in Singapore. Study 2
involved 191 students from 2 secondary schools. The results of study 1 and study 2 supported
the hypothesis that self-regulation is a mediator between impulsivity and pathological video
gaming. Specifically, higher levels of impulsivity was related to lower levels of self-regulation,
which in turn was related to higher levels of pathological video gaming. The use of impulsivity
and self-regulation in predicting pathological video gaming supports the dual-system model of
incorporating both impulsive and reflective systems in the prediction of self-control outcomes.
The study highlights the development of self-regulatory resources as a possible avenue for
future prevention and treatment research.
Keywords
adolescent health, child health, psychological/behavioral medicine, smoking/tobacco/drug abuse,
population health
Video gaming has become a pervasive part of the lives of children and teenagers today. US,
South Korean, and Singaporean teenagers spend about 13.2,1 23,2 and 23.1 h/wk3 playing video
games, respectively. Although the positive effects of video games and Internet use have been
documented,4,5 psychologists, educators, parents, and researchers have become concerned about
2 Asia-Pacific Journal of Public Health XX(X)
the possible negative effects of extensive video gaming among children and teenagers. In par-
ticular, there has been concern about pathological patterns of behavior with video games and
other computer- and Internet-related technologies. Longitudinal research has shown that patho-
logical video gaming can lead to negative mental health consequences such as depression, anxi-
ety, and social phobia;6 pathological Internet use has been linked to later depression.7
Although pathological video gaming has received research interest, there is not yet a medical
definition of the phenomenon.8 Most researchers define pathological video game use similar to
the Diagnostic and Statistical Manual of Mental Disorders (DSM) criteria for pathological gam-
bling as both are considered behavioral addictions.9 Hence, pathological video game use has
been defined by modifying DSM-IV-TR10 criteria for pathological gambling, as indicated by at
least 5 out of a list of 10 symptoms of damage to family, social, school, and psychological func-
tioning.3 This definition includes Brown’s core facets of addiction11: salience (activity domi-
nates the person’s life), euphoria/relief (activity provides a “high”), tolerance (greater activity is
needed to achieve the same “high”), withdrawal symptoms (experience of unpleasant effects
when unable to engage in the activity), conflict (activity leads to conflict with others, work, obli-
gations, or self), and relapse and reinstatement (activity is continued despite attempts to abstain
from it), and it has shown reasonable reliability, construct validity, as well as convergent and
divergent validity.1,3
In the DSM-IV-TR, pathological gambling is classified as an impulse-control disorder (ICD).
Similarly, researchers have argued that pathological video game use, or the more general patho-
logical Internet use, should be classified as an ICD.9 The essential feature of ICDs is the “failure
to resist an impulse, drive, or temptation to perform an act that is harmful to the person or to
others.10(p663) Recent research has uncovered neurobiological and genetic predispositions that
emphasize the role of impulsivity in ICDs and other addictions.12 Although impulsivity has been
linked to substance use disorders and other disorders,13 researchers have just started exploring
the link between impulsivity with pathological video gaming and Internet use. For instance,
impulsivity has been identified as a correlate of pathological video gaming,1,3 as well as a predic-
tor of frequent chat room use14 and problematic Internet use.15
In trying to understand the influence of impulsivity on a problematic behavior such as patho-
logical video gaming, Hofmann et al16 have argued that it is necessary to adopt a dual-system
perspective where researchers examine both the impulsive system and the reflective system to
predict behaviors. The reflective system “serves regulatory goals that complement the functions
of the impulsive system.”16(p165) This dual-system perspective is consistent with neurocognitive
research suggesting that different brain areas underlie these 2 systems17 and social–cognitive
theories,18 which portray individuals as proactive, self-organizing, and self-reflecting agents.
The notion of agency is predicated on the idea that people have the capacity to make assessments
about when and whether they are in control. Central to this “agentic self” is the concept of self-
regulation, the ability of an individual to manage his or her own behavior through processes such
as observation, evaluation, and reflection.18 Seay and Kraut19 found that individuals high in self-
regulation reported significantly lower levels of problematic video game use compared with their
counterparts. In addition, self-regulation was the largest and most robust of all the predictors of
problematic video game use in their study.
Given the potential negative mental health consequences of pathological video gaming,
understanding its etiology may lead to useful treatment developments. Hence, the objective of
the present study was to take a preliminary step in understanding the etiology of pathological
video gaming by examining the intricate role of impulsive and regulatory processes in predicting
pathological video gaming. We hypothesized a mediation model in linking these 3 concepts (see
Figure 1). It is hypothesized that self-regulation would mediate the relationship between impul-
sivity and pathological video gaming. Specifically, higher levels of impulsivity would be related
Liau et al. 3
to lower levels of self-regulation, which in turn would be related to higher levels of pathological
video gaming. Impulsivity is considered the more distal predictor of pathological video gaming
compared with self-regulation, as impulsivity is often considered a personality trait.20 On the
other hand, although self-regulation involves a trait-like dispositional capacity, it can also be
conceptualized as an adaptive resource that resembles a muscle.21 It becomes tired after exertion,
resulting in diminished capacity. However, regular exercise can produce improvements in self-
regulation, similar to the strengthening of muscles.21
Study 1
Method
Participants. The participants were 2712 students (1950 males and 762 females) from 6 primary
and 4 secondary schools, 4 of which were boys’ schools. Of these participants, 2155 (1510 males
and 645 females) completed all scales entering the final analysis. The overall average age of the
participants was 10.93 years (SD = 2.04; primary students N = 1182, M = 9.21, SD = 0.7; second-
ary students N = 973, M = 13.02, SD = 0.82). For primary schools, 588 students were from grade
3, and 594 students were from grade 4. For secondary schools, 560 students were from grade 7,
and 413 were from grade 8. The racial makeup was 72.5% Chinese, 14.8% Malay, 8.5% Indian,
4.2% other races. This racial composition is representative of the general population of that age-
group in Singapore. All levels of socioeconomic status were represented, as assessed by housing
type, with 19.1% living in 3-room or smaller public housing, 27.6% living in 4-room public
housing, 27.2% living in 5-room public housing or government-built executive flats, and 25.9%
living in private housing. Housing type, which is classified by the size of residence (eg, 1-2 room
public housing, 3 room public housing, etc), is a major demographic characteristic in studies on
Singaporean youth22 as a proxy indicator of socioeconomic status in the Singaporean context.
Procedures. About 20 primary and secondary schools were short-listed based on the principals’
attendance at a cyber issues workshop. The principals were duly informed about the scope of the
study and were then invited to participate in the study. After considering school zones, type of
school (public or private), and students’ background to ensure the representativeness of the
diversity of Singaporean primary and secondary students, we selected 12 short-listed schools
that were most keen on understanding video gaming behavior of their students. To have at least
500 students at each level, 4 classes from each level of third, fourth, seventh, and eighth grades
were requested from each of the participating schools. Schools were requested to select classes
of different academic abilities, but the final choice was left to them. Ten of the 12 schools were
part of study 1, and the other 2 schools were part of study 2. Informed consents were sought from
Figure 1. The mediation model linking impulsivity and self-regulation to pathological video gaming
4 Asia-Pacific Journal of Public Health XX(X)
the parents through the schools. A liaison teacher from each school collated the information and
excluded students from the study whose parents refused consent. Participation rate was 99%.
Assent was obtained from the students through informing them that participation in the survey
was voluntary and they could withdraw at any time. Privacy of the students’ responses was
ensured by requiring the teachers to seal collected questionnaires in the envelopes provided in
the presence of the students. It was highlighted on the questionnaires that the students’ responses
would be read only by the researchers.
Measures
Demographics and video gaming habits. Besides the usual demographic questions such as gen-
der, age, socioeconomic status measured by housing type, and academic performance, the survey
included several items assessing children’s video game habits adapted from the General Media
Habits Questionnaire (GMHQ) and the Adult Involvement in Media Scale.3 All the scales in
study 1 have been validated for Singaporean youth.3
Impulsivity. The students’ level of impulsivity (IMP) was measured using 10 items adapted
from the Barratt Impulsiveness Scale used by Patton et al.23 Students rated each item on a 4-point
scale ranging from 1 (strongly disagree) to 4 (strongly agree). A higher score indicated a higher
level of impulsivity. This scale yielded a Cronbach’s α of .69.
Emotional regulation. In this study, we focused on emotional regulation (ER) as a measure of
self-regulation. ER represents the use of self-regulatory strategies as a means of coping amid
distressing emotions. ER was measured using a 4-item scale, which is part of the Personal
Strengths Inventory–2.24 Participants rated each item on a 4-point scale, where 1 = strongly dis-
agree, 2 = disagree, 3 = agree, and 4 = strongly agree. Cronbach’s α for ER was .70.
Pathological video gaming. Pathological video gaming (PVG) was measured with a 10-item
instrument derived from the pathological gambling items of the DSM-IV. This scale had been
used previously in a national study of American youth1 and has been validated with Singaporean
youth.3 Participants could respond “no,” “sometimes,” or “yes” to each of the 10 symptoms, and
each item was scored 0, 0.5, or 1, respectively. A total score for the scale was used, and higher
score indicated higher levels of pathological video gaming. Cronbach’s α for PVG was .78.
Data Analyses. The SPSS Macro INDIRECT25 was used to test the mediation model illustrated
in Figure 1. INDIRECT uses a product-of-coefficients strategy to test the significance of indirect
effects. The indirect effect was estimated by first regressing self-regulation (mediator) on impul-
sivity (independent variable; IV) and then regressing pathological video gaming (dependent
variable; DV) on self-regulation (mediator) and impulsivity (IV). The indirect effect was the
product of the sample estimates of the regression coefficients (“Mediator on IV” × “DV on
mediator controlling for IV”). This strategy is considered a more powerful approach compared
with the Baron and Kenny multiple regression approach and the Sobel test.25 Bootstrapped con-
fidence intervals were estimated to avoid power problems introduced by asymmetric and other
nonnormal sampling distributions of an indirect effect. Bias-corrected bootstrapping was used,
as it produces more accurate confidence intervals; 5000 bootstrapped samples were used as
recommended.25
Results
Descriptive Statistics, Correlational Analyses, and Gender Differences. The descriptive
statistics and correlations among the main variables in the study can be found in Table 1. All
3 main variables, IMP, ER, and PVG, were significantly related to each other. Males (M = 2.45)
Liau et al. 5
scored significantly higher than females (M = 1.73) on PVG, t(2153) = 8.85, P < .001. There
were no gender differences for IMP and ER.
Mediation Analyses. In the mediation analysis, PVG was specified as the DV, ER was speci-
fied as the mediator, and IMP was specified as the IV. ER and IMP were centered at the mean.
Gender was specified as a covariate.
The results of the direct effects in the mediation analysis can be found in Figure 2. Controlling
for gender, there was a significant direct effect between IMP and PVG (B = 1.06, P < .001).
There was also a significant indirect effect between IMP and PVG with ER as a mediator (boot-
strap mean = 0.08, 95% confidence interval [CI] = 0.04-.13). Hence, as hypothesized, ER medi-
ated the association between IMP and PVG. Specifically, higher levels of impulsivity would be
related to lower levels of emotional regulation, which in turn would be related to higher levels of
pathological video gaming.
Study 2
In Study 1, self-regulation was measured in terms of emotional regulation. The objective of
study 2 was to supplement study 1 by using a measure of self-regulation that was more specific
Table 1. Descriptive Statistics and Correlations Among the Main Variables of Study 1 and Study 2
Study 1 (N = 2155) Study 2 (N = 191)
IMP ER PVG IMP VGSR P VG
Mean 2.26 2.84 2.23 2.39 2.61 2.57
SD 0.44 0.59 1.74 0.41 0.74 2.12
IMP −.27a.29aIMP −.28a.33a
ER −.15aVGSR −.31a
Abbreviations: IMP, impulsivity; ER = emotional regulation; PVG, pathological video gaming; VGSR, video game self-
regulation.
aP < .001.
Figure 2. Results of direct effects of the mediation model for study 1 and study 2 (in parentheses),
controlling for gender (*P < .001)
6 Asia-Pacific Journal of Public Health XX(X)
to video gaming. Hence, in study 2, self-regulation was measured in terms of video game self-
regulation in a different sample of youth.
Method
Participants. Participants were 301 students (229 males, 55 females, and 17 not reported)
recruited from 2 secondary schools in Singapore, 1 of which was a boys’ school. Of them, 191
(140 males and 51 females) completed all scales entering the final analysis. The overall average
age of the participants was 12.88 (SD = 0.80). A total of 132 students were from seventh grade,
and 58 students were from eighth grade (1 student did not report grade). The racial makeup was
86.7% Chinese, 5.3% Malay, 4.8% ethnic Indian, and 3.2% other ethnicities.
Procedures. The procedures were the same as study 1. However, the 2 schools in study 2
received an additional survey on video game self-regulation.
Measures
Video game self-regulation. A 10-item video game self-regulation (VGSR) scale was developed
for the purpose of this study.26 The construction of items in the scale was based on key constructs
of self-regulation such as metacognition, personal agency, and self-efficacy. A sample item was
as follows: “I believe I can stop playing videogames.” The responses were measured on a 4-point
Likert-type scale (1 = being not true of me; 2 = being somewhat true of me; 3 = being quite true
of me; and 4 = being very true of me). Cronbach’s α for VGSR was .92.
Impulsivity and pathological video gaming. The same measures of IMP and PVG were used as in
study 1. Cronbach’s αs for the IMP and PVG scales were .70, and .93, respectively.
Results
Descriptive Statistics, Correlational Analyses, and Gender Differences. The descriptive
statistics and correlations among the main variables in the study can be found in Table 1. All 3
main variables, IMP, VGSR, and PVG, were significantly related to each other. As in study 1,
males (M = 2.86) scored significantly higher than females (M = 1.75) on PVG, t(189) = 3.29,
P < .01, and there were no gender differences for IMP and VGSR.
Mediation Analyses. In the mediation analyses, PVG was specified as the DV, VGSR was
specified as the mediator, and IMP was specified as the IV. IMP and VGSR were centered at the
mean. Gender was specified as a covariate.
The results of the direct effects in the mediation analysis can be found in Figure 2. Controlling
for gender, there was a significant direct effect between IMP and PVG (B = 1.34, P < .001).
There was also a significant indirect effect between IMP and PVG with VGSR as a mediator
(bootstrap mean = 0.34, 95% CI = 0.10-0.71). Hence, as hypothesized, VGSR mediated the asso-
ciation between IMP and PVG. Specifically, higher levels of impulsivity would be related to
lower levels of video game self-regulation, which in turn would be related to higher levels of
pathological video gaming.
Comment
Both study 1 and study 2 supported the hypothesis that self-regulation is a mediator between
impulsivity and pathological video gaming. The study highlighted the role of 2 kinds of self-
regulation—emotional regulation and a more specific type of regulation related to video gam-
ing. The role of self-regulation had been highlighted by Seay and Kraut19 who found that
Liau et al. 7
self-regulation was more important than motivational factors in predicting problematic use of
online gaming. The authors stated that self-regulatory processes are essential in allowing video
gaming to be a harmless and enjoyable pastime rather than being a destructive preoccupation.
One debate in the field of media or technology addiction is whether pathological use can be
explained by an addictive personality,27 a learning model where operant conditioning leads to
escalating behaviors, or a social–cognitive model, a theory that extends classical learning theory
to include complex human cognitions.28 The findings of our study are consistent with the argu-
ment of LaRose et al28 that deficient self-regulation is a critical risk factor for media or technol-
ogy addictions. Hence, the findings support the utility of a social–cognitive model for
understanding the etiology of pathological video game use and developing treatments for it.28
The investigation of the role of self-regulation and impulsivity helps shift the focus on the
harmful or “addictive” characteristics of video games to the study of the internal processes taking
place within the individual. This mediating role of self-regulation provides at least 2 important
implications. First, the use of both impulsivity and self-regulation in predicting pathological
video gaming supports the call by various researchers for the need to examine both impulsive
and reflective systems in enabling a more precise prediction of self-control outcomes.16 Recent
evidence suggests that different brain areas may underlie these 2 systems.17 Second, the findings
have implications for mental health providers who are working with pathological video gamers.
In particular, the results suggest that developing self-regulatory skills could be a useful strategy
in working with pathological gamers. Baumeister et al21 have argued that it is possible to improve
self-regulation through exercise. As an individual performs exercises to improve self-regulation
in one sphere, he or she becomes better at self-regulating in other spheres. In fact, the develop-
ment of self-regulation is one component of cognitive–behavioral treatment that has been found
to be useful in helping adolescents with pathological Internet use.29
Even though mediation models imply causality, the findings in the study are limited by the
cross-sectional nature of the data. It is possible that the relations examined in this study are recip-
rocal in nature. Hence, longitudinal or experimental studies are needed to establish the temporal
order of a causal process. Although most of the instruments used in the study have been validated
in the Singaporean context, the exception is the VGSR scale. Hence, more work needs to be done
to provide evidence for the validity of this scale.
Future research can move beyond just examining the impulsive and reflective systems in
predicting pathological video gaming, as there are still many factors that were not taken into
account in the model. Other research has suggested that there are various situational and dispo-
sitional moderators that can influence reflective and impulsive processes.16 For instance, future
studies can examine how the influence of peers may impact on these impulsive and reflective
processes. The influence of peers has been found to be an important risk factor for various other
problem behaviors.30 Although much is still unknown about the etiology of pathological video
gaming, the present study has made an important preliminary step in understanding the internal
processes that lead to such behaviors. Consistent with neurocognitive and social–cognitive mod-
els, the present study has helped establish the important role of self-regulation in mediating the
relations between impulsivity and pathological video gaming and highlight the development of
self-regulatory resources as a possible avenue for future prevention and treatment research with
pathological video gamers.
Authors’ Note
Study 2 of this article was based on the second author’s master’s dissertation submitted to Nanyang
Technological University, Singapore. A version of this article was presented at the ASEAN Regional
Union of Psychological Societies Third Congress at Kuala Lumpur, Malaysia in October 2010.
8 Asia-Pacific Journal of Public Health XX(X)
Declaration of Conflicting Interests
The author(s) declared no potential conflicts of interests with respect to the research, authorship, and/or
publication of this article. [AQ: 3]
Funding
The author(s) disclosed receipt of the following financial support for the research, authorship, and/or pub-
lication of this article: [AQ: 4]
The authors would like to thank the Ministry of Education, Singapore, and the Media Development
Authority for jointly funding the research project (Project #EPI/06AK).
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... The prevalence of G.D. is significantly higher among males, and video gamers exhibit two predominant personality traits: impulsivity and sensation-seeking. Impulsivity is a multi-dimensional construct and encompasses behavioral and cognitive aspects (McCloskey et al., 2009;Romer, 2010), with increased impulsivity being associated with maladaptive conditions such as novelty-seeking (McCloskey et al., 2009;Romer, 2010), difficulties with self-control, persistence, and selfregulation (Liau et al., 2015;Nuyens et al., 2016;Ryu et al., 2018), low self-esteem (Lemos et al., 2014), interpersonal skill deficits (Lemos et al., 2014), delay discounting (Enticott et al., 2006;Liau et al., 2015), risk-taking without prior planning (McCloskey et al., 2009;Romer, 2010), decision-making difficulties (Nuyens et al., 2016), and the sense of urgency, impatience, and temporal perception (McCloskey et al., 2009;Romer, 2010). Some authors have detected a causal relationship between impulsivity and G.D., such that higher levels of impulsivity are associated with a raised risk of G.D. (Mestre-Bach et al., 2018). ...
... The prevalence of G.D. is significantly higher among males, and video gamers exhibit two predominant personality traits: impulsivity and sensation-seeking. Impulsivity is a multi-dimensional construct and encompasses behavioral and cognitive aspects (McCloskey et al., 2009;Romer, 2010), with increased impulsivity being associated with maladaptive conditions such as novelty-seeking (McCloskey et al., 2009;Romer, 2010), difficulties with self-control, persistence, and selfregulation (Liau et al., 2015;Nuyens et al., 2016;Ryu et al., 2018), low self-esteem (Lemos et al., 2014), interpersonal skill deficits (Lemos et al., 2014), delay discounting (Enticott et al., 2006;Liau et al., 2015), risk-taking without prior planning (McCloskey et al., 2009;Romer, 2010), decision-making difficulties (Nuyens et al., 2016), and the sense of urgency, impatience, and temporal perception (McCloskey et al., 2009;Romer, 2010). Some authors have detected a causal relationship between impulsivity and G.D., such that higher levels of impulsivity are associated with a raised risk of G.D. (Mestre-Bach et al., 2018). ...
... Considering each dimension of impulsivity, nine studies (56.2%) highlighted the presence of high-risk trends like sensation seeking or engaging in risky behaviors Gentile et al., 2012;Lee et al., 2018;Liau et al., 2015;Peeters et al., 2019;Qi et al., 2015;Qi et al., 2016;Rho et al., 2018;Sariyska et al., 2017), and two studies (12.5%) identified a high sensitivity for rewards Qi et al., 2016). Four studies (25.0%) identified reduced inhibitory control (Irvine et al., 2013;Lee et al., 2018;Peeters et al., 2019;Qi et al., 2015), and six studies (37.5%) identified low selfcontrol (Irvine et al., 2013;Lalot et al., 2017;Liau et al., 2015;Peeters et al., 2019;Rho et al., 2018;Su et al., 2019). ...
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Objective Impulsivity has been robustly linked to various addictions, including behavioral addictions. This systematic review aimed to investigate possible relationships between impulsivity and gaming disorder. Method A total of 1,710 empirical studies, without date or language restrictions, were retrieved from Biblioteca Virtual em Saúde, Cumulative Index to Nursing and Allied Health Literature, PubMed, PsycNET, Scopus, and Web of Science databases. In total, 16 studies met the inclusion criteria and were included for extraction, quantitative analysis, and integrative synthesis. Results Overall, a positive association was observed between gaming disorder and both self-reported measures of impulsivity and behavioral measures of impulsivity. Gaming disorder was associated with the presence of high-risk trends, high sensitivity to rewards, reduced inhibitory control, and low self-control among video game players. Conclusion The present systematic review provides preliminary support for the robust association between impulsivity and gaming disorder. However, given the methodological heterogeneity in assessment instruments and statistical procedures, the identified association should be interpreted cautiously.
... Therefore, it is predicted that digital game addiction would be negatively related to selfregulation skills. As a matter of fact, a study revealed that self-regulation is negatively related to pathological gaming addiction (Liau et al., 2015). Another study conducted by Duran (2019) showed that self-regulation is negatively related to online gaming addiction among children. ...
... According to this finding, the first hypothesis of the study was supported. This result of the research is coherent with previously published research (Duran, 2019;Liau et al., 2015). A negative link between self-regulation and online gaming addiction in children was also reported by Duran (2019). ...
... Therefore, it seems likely that digital game addiction, which refers to the inability to control behaviors, is related to self-regulation. It can be said that the finding obtained in this research is consistent with both previous research (Duran, 2019;Liau et al., 2015) and social cognitive learning theory (Bandura, 1999;Eisenberg, Smith et al., 2009). However, no study was found on the association between self-regulation and digital game addiction in early childhood. ...
Article
The aim of this study is to investigate the relationship between digital game addiction tendency and social competence in preschool children and the mediating role of self-regulation skills in this relationship. The sample included 310 preschool children aged 4-6 years (150 girls and 160 boys) studying in three kindergartens in the city center of Aydın. Digital Game Addiction Tendency Scale, Self-Regulation Skills Scale for 4–6-Year-Old Children (Mother Form), Social Competence and Behavior Evaluation-30 Scale - Social Competence Subscale, and Personal Information Form were used to collect the data. Descriptive statistics, Pearson product-moment correlation, and structural equation modeling were used to analyze the data. The results of the Pearson product-moment correlation analysis showed that digital game addiction tendency was negatively correlated with self-regulation skills and social competence in preschool children. Moreover, the results indicated that there was a positive association between self-regulation skills and social competence in preschool children. The results of the structural equation model analysis revealed that digital game addiction tendency was directly related to self-regulation skills and indirectly related to social competence. Self-regulation skills have a full mediating role in the relationship between digital game addiction tendency and social competence. The research revealed the negative effects of digital game addiction on self-regulation skills which in turn affects social competence in preschool children. The results suggest that the effects of digital game addiction and self-regulation skills should be considered when assessing the social skills of preschool children.
... In addition, when the relationships between other variables and gaming disorder were studied, self-control was always found to play a mediating role and be associated with gaming disorder/pathological gaming itself (Jeong et al., 2020;Mills & Allen, 2020). For example, self-control mediates the relationship between impulsivity and pathological gaming among children and adolescents (Liau et al., 2015). Impulsivity and self-control are regarded as the two core components of the dual-process model of decision-making in risky behaviors (Yu et al., 2021). ...
... Impulsivity and self-control are regarded as the two core components of the dual-process model of decision-making in risky behaviors (Yu et al., 2021). Thus, the importance of the development of self-control resources has been highlighted, especially for prevention and intervention research on pathological gaming in children and adolescents (Liau et al., 2015). ...
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Internet gaming is becoming increasingly popular; however, children and adolescents are highly vulnerable to gaming disorder due to the underdevelopment of cognitive control. Longitudinal research providing empirical evidence confirming the stability and direction of the association between self-control and gaming disorder is scarce. This study is aimed at clarifying whether prospective relationships exist between self-control and gaming disorder in children and adolescents or whether they are associated due to common causes. We examined the temporal dynamics of the associations between self-control and gaming disorder symptom severity using a traditional cross-lagged panel model (CLPM; aggregating between- and within-person variance) and a random intercept CLPM (RI-CLPM; disaggregating between- and within-person effects) with three-annual wave data from a large cohort of primary and secondary students (N = 1359, mean age 12.67 (SD 1.40), 834 (61.7%) girls). The traditional CLPM indicated a unidirectional negative relationship from self-control to later gaming disorder (B with 95% confidence interval [CI] = − 0.12 [− 0.19, − 0.040]), whereas the RI-CLPM analysis revealed no prospective relationship between self-control and gaming disorder (95% CIs of Bs all contain 0), indicating that self-control was neither the cause nor the result of gaming disorder in children and adolescents. Our study revealed that the nature of the relationship between self-control and gaming disorder tends to be correlational but not causal. The potential common underlying factors for future research are discussed.
... In addition, adolescents with ADHD often lack self-control that puts them at higher risk for pathological gaming [18]. Moreover, self-control is also an important mediator between psychosocial factors and pathological gaming [19]. Few studies have focused on the relationships between adolescents' pathological gaming and their parents in terms of mental health using longitudinal data. ...
... Past studies of self-control and pathological gaming have shown mixed results. Some studies have revealed that self-control-related factors (e.g., impulse control, self-regulation) are negatively related to gaming use [19,40]. Other studies have also demonstrated that self-control accounted for an indirect role between culture [41] or parental behavior and adolescents' Internet addiction [33]. ...
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Parents’ negative affect could lead to the deterioration of the mental state of their adolescent children. According to previous studies, children of parents who have symptoms of depression or anxiety are more likely to have mental problems. As one of the most important issues concerning adolescents with the rapid rise of screen time, the concern for pathological gaming among adolescents continues to intensify. Many studies have demonstrated the remarkable relationships between adolescents’ pathological gaming and mental factors, but seldom examined them via longitudinal analysis. With three-year data from adolescents (N = 778) and their parents (N = 685) in South Korea, this study assessed the effects of parents’ negative affect (depression and anxiety) on pathological gaming using adolescents’ mental factors (i.e., aggression, ADHD, self-control). The results showed the critical role of parents’ negative affect on their children’s mental health, which finally leads to pathological gaming among adolescents. Depressive parents increased the degree of adolescents’ aggression and ADHD, and decreased the degree of adolescents’ self-control. Anxious parents increased the degree of adolescents’ ADHD. Moreover, both adolescents’ aggression and self-control mediated the relationship between parents’ depression and adolescents’ pathological gaming. Specifically, self-control was one of the most influential factors contributing to pathological gaming among adolescents.
... Conversely, warm and secure relationships with parents were found to be protective against addictive behaviours. A longitudinal study of 3034 adolescents over a 2-year period by Liau et al. showed that good parent-child relationships and a warm home environment were associated with a reduction in pathological gaming symptoms [4]. Furthermore, in research on the treatment of mental illness and psychological disorders, resilience (psychological flexibility) has been found to be an important ability for coping with life events and cognitive regulation. ...
Article
Background To investigate the relationship between adverse childhood experiences and internet gaming disorder (IGD) and the mediating role of resilience in the relationship between these two factors. Methods The adverse childhood experience scale, resilience scale and IGD Scale were administered to 9349 university students. Correlations and mediating effects were calculated among these scores. Results After controlling for sex and age, significant correlations among adverse childhood experiences, resilience and IGD were observed; resilience was a partial mediator variable in the relationship between adverse childhood experiences and IGD. Conclusions The more adverse childhood experiences an individual has, the less their mental toughness and the greater their tendency to become addicted to internet games. Adverse childhood experiences can effectively predict IGD, and the risk of becoming addicted to the internet can be decreased by increasing one's mental toughness.
... The school-and family-based intervention of Apisitwasana et al. [59] has been shown to be effective in reducing PMU among children by improving self-regulation skills. According to previous studies [152,153], self-regulation abilities played a crucial role in preventing PMU. Moreover, considering that these self-regulation skills begin to develop during infancy and then during the transition to adolescence [148], and that parents and teachers play a fundamental role in helping children to develop self-regulatory skills [154], it is important to encourage collaboration between schools and families to implement future effective prevention interventions for reducing PMU among children. ...
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Introduction: Digital screen media use has significantly grown in all age groups and at an increasingly young age, including toddlers, schoolers, and primary school children. Although there is evidence that excessive early childhood media exposure can lead to several negative developmental outcomes, no systematic review on Problematic Media Use (PMU) of children under 10 years old have been provided. The aim of the present systematic review was to identify (i) the main instruments used to measure children's PMU across different studies; (ii) the risk and protective factors which might increase or reduce children's PMU; and (iii) the negative outcomes associated with children's PMU. Methods: This study was conducted following the systematic review guidelines proposed in the PRISMA statement. A total of 35 studies published between 2012-2022 and with a mean sample age between 0 and 10 years old were ultimately included in this literature review. Results: Use of media for more than 2 h a day, male gender, and higher age increased the risk of developing PMU among children. PMU led to several negative consequences for children's development and well-being (e.g., more problematic behaviors, sleep problems, higher depressive symptoms, lower emotional intelligence, and lower academic achievements). Children who experienced negative psychological symptoms, a dysfunctional parent-child relationship, and difficulties in school context were more prone to develop PMU. However, an authoritative parenting style and restrictive parental mediation reduced the risk of developing PMU among children. Finally, self-report measures specifically designed to get the younger children's perspective are still few and not so widely used. Conclusions: Overall, this research field is still in its infancy and needs further investigation. Likely, a dysfunctional family system can lead children to experience emotional distress and negative psychological symptoms, which they try to manage by escaping into the virtual world, thus increasing the risk of developing PMU. As the children's PMU is closely affected by the family environment, future prevention interventions should target both children and their parents to improve their self-regulatory and mentalizing capabilities, as well as parental mediation strategies and general parenting practices.
... At Wave 1, the students' level of impulsivity was measured using 10 items adapted from the Barratt Impulsiveness Scale used by Patton et al. (1995). The 10 items were selected based on analyses done in a related but different longitudinal project (Gentile et al., 2011;Liau, Neo, et al., 2015). Students rated each item on a 4-point scale ranging from 1 = strongly disagree to 4 = strongly agree. ...
... A significant negative relationship exists between personality impulsiveness and selfregulation. Researches also support this hypothesis and are in favor of results (Liau et al., 2011). People who have high impulsivity seem to have at self-regulation, which refers to the inability to manage emotions and behaviors, following negative responses and delaying gratification. ...
Article
The purpose of this study was to find out the relationship between impulsive buying, self-regulation and personality impulsiveness of young adults. An association was hypothesized between personality impulsiveness, impulsive buying and self-regulation in young adults. Moreover, it was also proposed that self-regulation and personality impulsiveness would likely to predict impulsive buying. A sample comprised of 300 individuals of 18-20 years age range (M=23, SD= 2.8) was selected from shopping malls of Lahore. For measuring personality impulsiveness Barrett Impulsiveness Scale, to assess self-regulation of the participants Short Self-Regulation Questionnaire and to measure impulsive buying of the respondents Impulsive Buying Tendency Scale was administered. These measurement tools were used in this study after taking permission from relevant authors. Results were deducted by using Pearson Product Moment Correlation Coefficient and Multiple Hierarchical Regression analysis. The results of the study showed that personality impulsiveness is significant positively correlated with impulsive buying. A significant negative relationship was found between self-regulation and personality impulsiveness. Moreover, by using Regression analysis, personality impulsiveness and self-regulation were revealed the predictors of impulsive buying in young adults. The findings of this study are important to know the patterns of impulsive buying that could further be used at impeding level for adults in order to help them out to deal with their impulsivity. Keywords: Impulsivity, Self-Regulation, Impulsive Buying, Personality, Young Adults
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The purpose of the present study was to revise the Barratt Impulsiveness Scale Version 10 (BIS-10), identify the factor structure of the items among normals, and compare their scores on the revised form (BIS-11) with psychiatric inpatients and prison inmates. The scale was administered to 412 college undergraduates, 248 psychiatric inpatients, and 73 male prison inmates. Exploratory principal components analysis of the items identified six primary factors and three second-order factors. The three second-order factors were labeled Attentional Impulsiveness, Motor Impulsiveness, and Nonplanning Impulsiveness. Two of the three second-order factors identified in the BIS-11 were consistent with those proposed by Barratt (1985), but no cognitive impulsiveness component was identified per se. The results of the present study suggest that the total score of the BIS-11 is an internally consistent measure of impulsiveness and has potential clinical utility for measuring impulsiveness among selected patient and inmate populations.
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The purpose of this study was to establish the reliability and validity of the scores on a brief strengths-based assessment, the 22-item Personal Strengths Inventory (PSI). In Study 1, findings from exploratory factor analysis of 410 adolescents provided evidence for a five-factor solution-social competence (four items), emotional awareness (five items), goal setting (six items), emotional regulation (four items), and empathy (three items). Preliminary evidence of convergent validity was also reported. In Study 2, results from confirmatory factor analysis of 598 adolescents provided additional support for the results obtained from Study 1. Moderate to high reliability coefficients were obtained for the PSI scores. The results are discussed in comparison with other research on social-emotional competence, and further research is suggested.
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Recent reports of problematic forms of Internet usage bring new currency to the problem of "media addictions" that have long been the subject of both popular and scholarly writings. The research in this article reconsidered such behavior as deficient self-regulation within the framework of A. Bandura's (1991) theory of self-regulation. In this framework, behavior patterns that have been called media addictions lie at one extreme of a continuum of unregulated media behavior that extends from normally impulsive media consumption patterns to extremely problematic behavior that might properly be termed pathological. These unregulated media behaviors are the product of deficient self-regulatory processes through which media consumers monitor, judge, and adjust their own behavior, processes that may be found in all media consumers. The impact of deficient self-regulation on media behavior was examined in a sample of 465 college students. A measure of deficient self-regulation drawn from the diagnostic criteria used in past studies of pathological Internet usage was significantly and positively correlated to Internet use across the entire range of consumption, including among normal users who showed relatively few of the "symptoms." A path analysis demonstrated that depression and media habits formed to alleviate depressed moods undermined self-regulation and led to increased Internet usage.
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Though human beings embody a unique ability for planned behavior, they also often act impulsively. This insight may be important for the study of self-control situations in which people are torn between their long-term goals to restrain behavior and their immediate impulses that promise hedonic fulfillment. In the present article, we outline a dual-systems perspective of impulse and self-control and suggest a framework for the prediction of self-control outcomes. This framework combines three elements that, considered jointly, may enable a more precise prediction of self-control outcomes than they do when studied in isolation: impulsive precursors of behavior, reflective precursors, and situational or dispositional boundary conditions. The theoretical and practical utility of such an approach is demonstrated by drawing on recent evidence from several domains of self-control such as eating, drinking, and sexual behavior. © 2009 Association for Psychological Science.
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The purpose of the present study was to revise the Barratt Impulsiveness Scale Version 10 (BIS-10), identify the factor structure of the items among normals, and compare their scores on the revised form (BIS-11) with psychiatric inpatients and prison inmates. The scale was administered to 412 college undergraduates, 248 psychiatric inpatients, and 73 male prison inmates. Exploratory principal components analysis of the items identified six primary factors and three second-order factors. The three second-order factors were labeled Attentional Impulsiveness, Motor Impulsiveness, and Nonplanning Impulsiveness. Two of the three second-order factors identified in the BIS-11 were consistent with those proposed by Barratt (1985), but no cognitive impulsiveness component was identified per se. The results of the present study suggest that the total score of the BIS-11 is an internally consistent measure of impulsiveness and has potential clinical utility for measuring impulsiveness among selected patient and inmate populations.
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