Amendola Simone, Bernath Jael, Presaghi Fabio, Waller Gregor, Hengartner Michael P
Department of Applied Psychology, Zurich University of Applied Sciences, Zurich, Switzerland.
Department of Applied Psychology, Zurich University of Applied Sciences, Zurich, Switzerland.
J Affect Disord. 2025 Aug 15;383:480-493. doi: 10.1016/j.jad.2025.04.108. Epub 2025 Apr 25.
There is a lack of a synthesis of longitudinal studies that clarify the relationship between gaming disorder (GD) symptoms and mental health. To address this gap, we undertook a systematic review with meta-analysis of longitudinal studies. The study protocol was preregistered online on PROSPERO (CRD42023407665). We included studies analyzing the association between GD or problematic/pathological videogame use, and internalizing psychopathology (depression and anxiety), psychological distress (loneliness and stress), and well-being (life satisfaction, quality of life, and well-being). Research articles were searched in PsycInfo, PsycArticles, PubMed, and Web of Science up until December 29, 2022.30 articles were considered for meta-analysis (N = 28,782). Effect sizes (partial correlation) were pooled using random-effects models. Sensitivity analyses excluded studies rated as "poor" - using the National Institutes of Health quality assessment tool for observational cohort studies - and Chinese studies. The associations between GD and subsequent depression, emotional mixed symptoms (i.e., a combination of internalizing symptoms) and life satisfaction were statistically significant. GD was not associated with subsequent anxiety. On the other hand, depression, anxiety, emotional mixed symptoms, life satisfaction and loneliness were significantly associated with subsequent GD. Overall, sensitivity analyses supported the robustness of the main results. In conclusion, this study found reciprocal longitudinal associations between GD and depression, life satisfaction, and emotional mixed symptoms, an effect of anxiety on GD (but not the inverse), and of loneliness on GD. However, the causal nature and practical relevance remain uncertain because effect sizes were small - or medium, depending on effect size guidelines - and based on observational studies.
目前缺乏对纵向研究的综合分析,以阐明游戏障碍(GD)症状与心理健康之间的关系。为了填补这一空白,我们对纵向研究进行了系统综述和荟萃分析。该研究方案已在PROSPERO(CRD42023407665)上进行了预注册。我们纳入了分析GD或问题性/病理性视频游戏使用与内化精神病理学(抑郁和焦虑)、心理困扰(孤独和压力)以及幸福感(生活满意度、生活质量和幸福感)之间关联的研究。截至2022年12月29日,在PsycInfo、PsycArticles、PubMed和Web of Science中检索了研究文章。30篇文章被纳入荟萃分析(N = 28,782)。效应量(偏相关)使用随机效应模型进行合并。敏感性分析排除了使用美国国立卫生研究院观察性队列研究质量评估工具评定为“差”的研究以及中国的研究。GD与随后的抑郁、情绪混合症状(即内化症状的组合)和生活满意度之间的关联具有统计学意义。GD与随后的焦虑无关。另一方面,抑郁、焦虑、情绪混合症状、生活满意度和孤独与随后的GD显著相关。总体而言,敏感性分析支持了主要结果的稳健性。总之,本研究发现GD与抑郁、生活满意度和情绪混合症状之间存在相互的纵向关联,焦虑对GD有影响(但反之不然),孤独对GD有影响。然而,由于效应量较小(或中等,取决于效应量指南)且基于观察性研究,因果性质和实际相关性仍不确定。