
https://doi.org/10.15344/2394-4978/2025/412
Abstract
Background: In child and adolescent psychiatry, although there is no formal diagnosis for Internet Gaming Disorder, cases of individuals struggling with video game-related issues are occasionally observed. Factors that might predispose one to gaming disorders include difficulties in the real world and problematic relationships with parents. Focusing on quality of life (QOL), this study aimed to clarify the gaming environment, the factors influencing gaming, and the relationship between health-related QOL and game addiction tendencies.
Methods: A self-administered survey was conducted on children attending child and adolescent psychiatric clinics. Valid responses were obtained from 87 participants. Based on previous research, participants were divided into three groups according to game addiction tendencies, and health-related QOL was compared among these groups. Furthermore, a multiple regression analysis (stepwise method) was conducted, with game addiction tendency as the dependent variable, and health-related QOL, gaming environment, and factors influencing gaming as independent variables.
Results: Regarding the characteristics of health-related QOL, while the subjects had high self-esteem, other subdomains were lower compared with healthy elementary and junior high school students. We conducted multiple regression analysis with game addiction tendency as the dependent variable. The results indicated that the factors that strengthened game addiction tendency included parents’ oppressive attitudes, strong child rebellion, longer gaming time on weekdays, and an inability to set time limits for gaming.
conclusion: This study found that good family relationships were a factor that reduced game addiction tendency. Based on the findings, we conclude that providing support for children’s self-control and decision-making, as well as support for family relationships, could improve the tendency toward game addiction. Furthermore, in child and adolescent psychiatry nursing, interventions are needed not only to restrict game usage but also to promote appropriate use.