<p>This study aimed to explore distinct latent profiles of Internet gaming disorder among adolescents and investigate the associations of three covariates—campus exclusion, loneliness, and meaning in life—with these latent profiles. A total of 600 Chinese adolescents (295 females [49.1%] and 305 males [50.8%]) were recruited. Latent profile analysis (LPA) was employed to identify potential profiles, revealing three distinct groups: a non-disordered gaming group, a potential disordered gaming group, and a severe disordered gaming group. According to the results of the Vermunt three-step test, compared to the non-disordered gaming group, both the potential and severe disordered gaming groups exhibited significantly higher levels of campus exclusion and loneliness, as well as lower levels of meaning in life. These findings provide theoretical foundations for designing preventive programs and multi-level intervention models to address adolescents’ Internet gaming disorder.</p>

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Internet gaming disorder among middle school students: latent profiles and links to campus exclusion, loneliness, and meaning in life

  • Lanxi Liu,
  • Xingxin Yang,
  • Xiaoyin Wang,
  • Xin Chen

摘要

This study aimed to explore distinct latent profiles of Internet gaming disorder among adolescents and investigate the associations of three covariates—campus exclusion, loneliness, and meaning in life—with these latent profiles. A total of 600 Chinese adolescents (295 females [49.1%] and 305 males [50.8%]) were recruited. Latent profile analysis (LPA) was employed to identify potential profiles, revealing three distinct groups: a non-disordered gaming group, a potential disordered gaming group, and a severe disordered gaming group. According to the results of the Vermunt three-step test, compared to the non-disordered gaming group, both the potential and severe disordered gaming groups exhibited significantly higher levels of campus exclusion and loneliness, as well as lower levels of meaning in life. These findings provide theoretical foundations for designing preventive programs and multi-level intervention models to address adolescents’ Internet gaming disorder.