Moderated Mediation in Problematic Digital Gaming Among Adolescents: Self-Esteem, Social Anxiety, Self-Concealment, and Sensation Seeking

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Tarih

2025

Dergi Başlığı

Dergi ISSN

Cilt Başlığı

Yayıncı

Mdpi

Erişim Hakkı

info:eu-repo/semantics/openAccess

Özet

Background: Problematic digital gaming among adolescents is a common behavioral issue that has negative consequences on school functioning and mental health. Theoretically, it is predicted that low self-esteem paves the way for problematic gaming by increasing social anxiety and self-concealment; this indirect pathway may be stronger in sensation seeking adolescents. Aims: The aim of this study is to examine the relationship between self-esteem and problematic digital gaming among adolescents, first through the PROCESS Model 6 in terms of social anxiety and self-concealment as mediators, and subsequently through Model 89 in terms of moderated mediation by sensation seeking. Method: The sample consisted of 448 Turkish adolescents (243 (54.2%) males, 205 (45.8%) females) aged between 13 and 18 years (M = 15.9). Participants completed the Game Addiction Scale for Adolescents-Short Form, Rosenberg Self-Esteem Scale, Self-Concealment Scale, Brief Sensation Seeking Scale and the Social Anxiety Scale-8. Results: A significant negative relationship was found between self-esteem and problematic digital gaming. Social anxiety and self-concealment fully mediated this relationship (indirect effects were significant). Sensation seeking conditioned the mediation by strengthening pathways to problematic digital gaming (moderated mediation was significant). The indirect effect was greater in those with high sensation seeking. Conclusions: The findings indicate that the negative effect, ranging from self-esteem to problematic digital gaming, progresses through social anxiety and self-concealment, and that this mediation is strengthened in adolescents with high sensation seeking. These results emphasize the need to integrate social anxiety reduction and self-expression skills into interventions in a target-sensitive manner, taking into account differences in sensation seeking.

Açıklama

Anahtar Kelimeler

problematic digital gaming, self-esteem, self-concealment, social anxiety, sensation seeking, adolescents, moderated mediation

Kaynak

Children-Basel

WoS Q Değeri

Q2

Scopus Q Değeri

Q2

Cilt

12

Sayı

12

Künye