Submitted:
10 July 2026
Posted:
14 July 2026
You are already at the latest version
Abstract
Keywords:
1. Introduction
1.1. Factors Associated with Videogaming
1.1.1. Structural Factors
1.1.2. Contextual Factors Associated with Videogaming
1.2. Objective and Hypotheses
2. Materials and Methods
2.1. Design
2.2. Participants
2.3. Procedure
2.4. Instruments
2.4.1. Big Five Inventory–2 Extra-Short Form (BFI-2-XS)
2.4.2. Patient Health Questionnaire-9 (PHQ-9)
2.4.3. Generalized Anxiety Disorder-7 Scale (GAD-7)
2.4.4. Multidimensional Scale of Perceived Social Support (MSPSS)
2.4.5. Prosocialness Scale for Adults
2.4.6. Internet Gaming Disorder Scale–Short Form (IGDS9-SF)
2.5. Data Analysis
3. Results
3.1. Demographic Characteristics
3.2. Gaming Behaviour
3.3. Psychological and Social Variables
3.4. Factors Associated with PGB
3.5. Hierarchical Regression Analysis
3.5.1. Predictors of PGB
3.5.2. Additional Psychological–Social Model
4. Discussion
5. Limitations
6. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Acknowledgments
Abbreviations
| PGB | Problematic Gaming Behaviour |
| IGD | Internet Gaming Disorder |
| PHQ-9 | Patient Health Questionnaire – 9 items |
| GAD-7 | General Anxiety Disorder – 7 items |
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| Variable | N | Min. | Max. | Mean | SD | |
| Age | 243 | 18 | 36 | 20.53 | 2.23 | |
| Age at gaming onset | 243 | 3 | 24 | 10.61 | 3.40 | |
| Self-report of gaming expenditure | Yes (RON / month) |
204 | 5 | 3000 | 65.52 | 283.99 |
| No | 39 | N/A | N/A | N/A | N/A | |
| PHQ-9 score | 243 | 0 | 26 | 9.13 | 5.70 | |
| GAD-7 score | 243 | 0 | 21 | 8.19 | 5.56 | |
| IGDS9-SF score | 243 | 9 | 38 | 14.99 | 6.03 | |
| BFI-2-XS total score | 243 | 31 | 63 | 48.96 | 5.70 | |
| Prosocial behaviour score | 243 | 16 | 80 | 60.79 | 13.64 | |
| Variable | Category | n (%) |
| Gender | Male | 102 (42.0) |
| Female | 141 (58.0) | |
| Area of residence | Urban | 209 (86.1) |
| Rural | 34 (13.9) | |
| Student enrollment type | Native | 175 (72.0) |
| International | 68 (28.0) | |
| Structure of the origin family | Single child | 75 (30.9) |
| With siblings | 168 (69.1) | |
| Relationship status | Single | 150 (61.7) |
| In a relationship, not cohabiting |
66 (27.2) | |
| In a relationship, cohabiting | 21 (8.6) | |
| Married | 6 (2.5) | |
| Employment status | Not employed | 230 (94.6) |
| Part-time/full-time employed | 13 (5.4) | |
| Daily gaming time | <1 h/day | 144 (59.3) |
| 2–3 h/day | 83 (34.2) | |
| 4–5 h/day | 12 (4.9) | |
| >6 h/day | 4 (1.6) | |
| Preferred gaming period | Mostly on weekends | 188 (77.4) |
| Mostly on weekdays | 12 (4.9) | |
| No preference | 43 (17.7) | |
| Preferred game type | Competitive | 101 (41.6) |
| Cooperative | 37 (15.2) | |
| Individual/casual | 105 (43.2) | |
| Main gaming device | Smartphone | 176 (72.4) |
| PC | 128 (52.7) | |
| Laptop | 126 (51.9) | |
| Console | 102 (42.0) | |
| Tablet | 85 (35.0) | |
| Main connection type | Wireless | 188 (77.4) |
| Mobile | 93 (38.3) | |
| Cable | 92 (37.9) | |
| Problematic gaming | No | 218 (89.7) |
| Yes | 25 (10.3) |
| Variable | χ² | df | p |
| Family structure | 4.647 | 1 | 0.031 |
| Daily gaming time | 15.283 | 3 | 0.020 |
| Preferred game type | 10.897 | 2 | 0.040 |
| Student origin | 7.976 | 1 | 0.050 |
| Monthly gaming expenditure | 46.368 | 28 | 0.016 |
| Conscientiousness | 25.857 | 10 | 0.040 |
| PHQ-9 score | 39.170 | 26 | 0.047 |
| Partner support | 37.855 | 24 | 0.036 |
| Total perceived social support | 118.659 | 77 | 0.020 |
| Prosocial behaviour | 70.006 | 50 | 0.032 |
| Predictor | β | p | |
| Block 1 | Gender | 0.053 | 0.542 |
| Block 2 | Conscientiousness | −0.201 | 0.017 |
| Block 3 | Daily gaming time | 0.292 | 0.001 |
| Preferred game type | −0.232 | 0.006 | |
| Block 4 | Total Perceived Social Support Scale | −0.158 | 0.142 |
| Block 5 | Prosocial behaviour | −0.025 | 0.792 |
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