IDEAS home Printed from https://ideas.repec.org/a/gam/jijerp/v19y2022i5p2951-d763210.html
   My bibliography  Save this article

Effects of Psychological Distress and Coping Resources on Internet Gaming Disorder: Comparison between Chinese and Japanese University Students

Author

Listed:
  • Anise M. S. Wu

    (Department of Psychology, Faculty of Social Sciences, University of Macau, Macao, China
    Centre for Cognitive and Brain Sciences, Institute of Collaborative Innovation, University of Macau, Macao, China)

  • Mark H. C. Lai

    (Department of Psychology, University of Southern California, Los Angeles, CA 90007, USA)

  • Mengxuan Zhang

    (Department of Psychology, Faculty of Social Sciences, University of Macau, Macao, China
    Department of Medical Humanities, School of Humanities, Southeast University, Nanjing 211189, China)

  • Masao Yogo

    (Faculty of Psychology, Doshisha University, Kyoto 610-0394, Japan)

  • Shu M. Yu

    (Department of Psychology, Faculty of Social Sciences, University of Macau, Macao, China
    Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar GX11 1AA, Gibraltar)

  • Sijie Mao

    (Department of Psychology, Faculty of Social Sciences, University of Macau, Macao, China)

  • Juliet Honglei Chen

    (Department of Psychology, Faculty of Social Sciences, University of Macau, Macao, China
    Centre for Cognitive and Brain Sciences, Institute of Collaborative Innovation, University of Macau, Macao, China)

Abstract

The high prevalence of Internet gaming disorder (IGD) among Asian youth indicates an urgent need to identify protective factors and examine their consistency across Asian cultures in order to facilitate cost-effective interventions. Based on the transactional theory of stress and coping, this study collected data of 1243 online gamers (45% males; 18–25 years) through an anonymous survey from universities in China and Japan and investigated whether three coping resources (i.e., mindfulness, coping flexibility, and social support) serve to protect Chinese and Japanese youth from the impact of psychological distress on IGD tendency. After adjusting for the measurement non-invariance across samples, we found that Japanese students reported higher levels of IGD tendency and psychological distress than Chinese students. The results of multiple-group SEM analyses showed that, after controlling for other predictors, mindfulness served as the strongest protective factor against IGD across samples. Moreover, the buffering effect of mindfulness on the association between psychological distress and IGD tendency of female (but not male) students was observed. Our findings highlighted the cross-cultural invariance of the impact of psychological distress and coping resources on IGD in Chinese and Japanese youth, which can be considered in future IGD prevention programs.

Suggested Citation

  • Anise M. S. Wu & Mark H. C. Lai & Mengxuan Zhang & Masao Yogo & Shu M. Yu & Sijie Mao & Juliet Honglei Chen, 2022. "Effects of Psychological Distress and Coping Resources on Internet Gaming Disorder: Comparison between Chinese and Japanese University Students," IJERPH, MDPI, vol. 19(5), pages 1-14, March.
  • Handle: RePEc:gam:jijerp:v:19:y:2022:i:5:p:2951-:d:763210
    as

    Download full text from publisher

    File URL: https://www.mdpi.com/1660-4601/19/5/2951/pdf
    Download Restriction: no

    File URL: https://www.mdpi.com/1660-4601/19/5/2951/
    Download Restriction: no
    ---><---

    References listed on IDEAS

    as
    1. Bryant Pui Hung Hui & Anise M. S. Wu & Nicolson Y. F. Siu & Ming-Lun Chung & Ngai Pun, 2019. "The Effects of Need Satisfaction and Dissatisfaction on Flourishing among Young Chinese Gamers: The Mediating Role of Internet Gaming Disorder," IJERPH, MDPI, vol. 16(22), pages 1-14, November.
    2. Della L. Dang & Meng Xuan Zhang & Karlas Kin-hei Leong & Anise M. S. Wu, 2019. "The Predictive Value of Emotional Intelligence for Internet Gaming Disorder: A 1-Year Longitudinal Study," IJERPH, MDPI, vol. 16(15), pages 1-14, August.
    3. Juliet Honglei Chen & Kwok Kit Tong & Anise M. S. Wu & Joseph T. F. Lau & Meng Xuan Zhang, 2018. "The Comorbidity of Gambling Disorder among Macao Adult Residents and the Moderating Role of Resilience and Life Purpose," IJERPH, MDPI, vol. 15(12), pages 1-13, December.
    4. Juliet Honglei Chen & Meng Xuan Zhang & Chih-Hung Ko & Kwok Kit Tong & Shu M. Yu & Elvo Kuai Long Sou & Anise M. S. Wu, 2020. "The Development of a Screening Tool for Chinese Disordered Gamers: The Chinese Internet Gaming Disorder Checklist (C-IGDC)," IJERPH, MDPI, vol. 17(10), pages 1-12, May.
    Full references (including those not matched with items on IDEAS)

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. Phoenix K. H. Mo & Juliet Honglei Chen & Joseph T. F. Lau & Anise M. S. Wu, 2020. "Internet-Related Addictions: From Measurements to Interventions," IJERPH, MDPI, vol. 17(7), pages 1-4, April.
    2. Della L. Dang & Meng Xuan Zhang & Karlas Kin-hei Leong & Anise M. S. Wu, 2019. "The Predictive Value of Emotional Intelligence for Internet Gaming Disorder: A 1-Year Longitudinal Study," IJERPH, MDPI, vol. 16(15), pages 1-14, August.
    3. Meng Xuan Zhang & Long W. Lam & Anise M. S. Wu, 2022. "Recovery Experiences Protect Emotionally Exhausted White-Collar Workers from Gaming Addiction," IJERPH, MDPI, vol. 19(19), pages 1-11, October.
    4. Bryant Pui Hung Hui & Algae Kit Yee Au & Jacky Chi Kit Ng & Xinmiao Song, 2022. "From Social Networking Site Use to Subjective Well-Being: The Interpersonal and Intrapersonal Mediating Pathways of Prosocial Behavior among Vocational College Students in China," IJERPH, MDPI, vol. 20(1), pages 1-16, December.
    5. Dora Dodig Hundric & Sabina Mandic & Neven Ricijas, 2021. "Short-Term Effectiveness of the Youth Gambling Prevention Program “Who Really Wins?”—Results from the First National Implementation," IJERPH, MDPI, vol. 18(19), pages 1-16, September.
    6. Dongil Kim & Junwon Lee, 2021. "Addictive Internet Gaming Usage among Korean Adolescents before and after the Outbreak of the COVID-19 Pandemic: A Comparison of the Latent Profiles in 2018 and 2020," IJERPH, MDPI, vol. 18(14), pages 1-17, July.

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:gam:jijerp:v:19:y:2022:i:5:p:2951-:d:763210. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: MDPI Indexing Manager (email available below). General contact details of provider: https://www.mdpi.com .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.