Internet Gaming Disorder Increases Mind-Wandering in Young Adults
As a primary symptom defining Internet gaming disorder (IGD), preoccupation indicates a mind state in which gamers think about a gaming activity so much that other things appear less important and/or interesting to them. Previous studies have examined the negative impacts of IGD on both cognitive an...
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doaj-dde6ea3fe51a40ac881f04ee3a76a8a12021-01-28T06:27:45ZengFrontiers Media S.A.Frontiers in Psychology1664-10782021-01-011110.3389/fpsyg.2020.619072619072Internet Gaming Disorder Increases Mind-Wandering in Young AdultsJiawen Zhang0Hui Zhou1Fengji Geng2Xiaolan Song3Yuzheng Hu4Department of Psychology and Behavioral Sciences, Zhejiang University, Hangzhou, ChinaDepartment of Psychology and Behavioral Sciences, Zhejiang University, Hangzhou, ChinaCollege of Education, Zhejiang University, Hanghzou, ChinaCollege of Teacher Education, Zhejiang Normal University, Jinhua, ChinaDepartment of Psychology and Behavioral Sciences, Zhejiang University, Hangzhou, ChinaAs a primary symptom defining Internet gaming disorder (IGD), preoccupation indicates a mind state in which gamers think about a gaming activity so much that other things appear less important and/or interesting to them. Previous studies have examined the negative impacts of IGD on both cognitive and affective functions, yet no study has investigated the influence of IGD on daily mind state changes that interfere with ongoing tasks. The current study hypothesized that more IGD symptoms lead to a higher frequency of mind state shift in terms of mind-wandering. As social anxiety is related to both IGD and mind-wandering, we further hypothesized that social anxiety would partially contribute to the relationship. Survey data were collected from 632 young adults who were divided into two groups based on whether they reported playing games or not. In the player group, the number of IGD symptoms present was positively related to mind-wandering (r = 0.269, p < 0.001) and social anxiety (r = 0.235, p < 0.001), with the latter two showing a positive correlation in both players (r = 0.37, p < 0.001) and non-players (r = 0.57, p < 0.001). A mediation analysis for the players showed a partial mediation effect of social anxiety on the relationship between IGD and mind-wandering (mediation effect: PM = 0.292, p < 0.001), and the model was replicated in an independent sample. This study suggests that excessive gaming behavior may increase mind-wandering and a shift towards such a non-productive mind state could exert long-term detrimental effects in adolescents and young adults.https://www.frontiersin.org/articles/10.3389/fpsyg.2020.619072/fullInternet gaming disordersocial anxietymind-wanderingmediator effectbehavioral addiction |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Jiawen Zhang Hui Zhou Fengji Geng Xiaolan Song Yuzheng Hu |
spellingShingle |
Jiawen Zhang Hui Zhou Fengji Geng Xiaolan Song Yuzheng Hu Internet Gaming Disorder Increases Mind-Wandering in Young Adults Frontiers in Psychology Internet gaming disorder social anxiety mind-wandering mediator effect behavioral addiction |
author_facet |
Jiawen Zhang Hui Zhou Fengji Geng Xiaolan Song Yuzheng Hu |
author_sort |
Jiawen Zhang |
title |
Internet Gaming Disorder Increases Mind-Wandering in Young Adults |
title_short |
Internet Gaming Disorder Increases Mind-Wandering in Young Adults |
title_full |
Internet Gaming Disorder Increases Mind-Wandering in Young Adults |
title_fullStr |
Internet Gaming Disorder Increases Mind-Wandering in Young Adults |
title_full_unstemmed |
Internet Gaming Disorder Increases Mind-Wandering in Young Adults |
title_sort |
internet gaming disorder increases mind-wandering in young adults |
publisher |
Frontiers Media S.A. |
series |
Frontiers in Psychology |
issn |
1664-1078 |
publishDate |
2021-01-01 |
description |
As a primary symptom defining Internet gaming disorder (IGD), preoccupation indicates a mind state in which gamers think about a gaming activity so much that other things appear less important and/or interesting to them. Previous studies have examined the negative impacts of IGD on both cognitive and affective functions, yet no study has investigated the influence of IGD on daily mind state changes that interfere with ongoing tasks. The current study hypothesized that more IGD symptoms lead to a higher frequency of mind state shift in terms of mind-wandering. As social anxiety is related to both IGD and mind-wandering, we further hypothesized that social anxiety would partially contribute to the relationship. Survey data were collected from 632 young adults who were divided into two groups based on whether they reported playing games or not. In the player group, the number of IGD symptoms present was positively related to mind-wandering (r = 0.269, p < 0.001) and social anxiety (r = 0.235, p < 0.001), with the latter two showing a positive correlation in both players (r = 0.37, p < 0.001) and non-players (r = 0.57, p < 0.001). A mediation analysis for the players showed a partial mediation effect of social anxiety on the relationship between IGD and mind-wandering (mediation effect: PM = 0.292, p < 0.001), and the model was replicated in an independent sample. This study suggests that excessive gaming behavior may increase mind-wandering and a shift towards such a non-productive mind state could exert long-term detrimental effects in adolescents and young adults. |
topic |
Internet gaming disorder social anxiety mind-wandering mediator effect behavioral addiction |
url |
https://www.frontiersin.org/articles/10.3389/fpsyg.2020.619072/full |
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