Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/113406
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dc.contributorDepartment of Applied Social Sciencesen_US
dc.creatorLo, CKMen_US
dc.creatorChan, EWWen_US
dc.creatorHo, FKen_US
dc.creatorYu, Len_US
dc.creatorChui, WWHen_US
dc.creatorChan, KLen_US
dc.date.accessioned2025-06-06T00:42:09Z-
dc.date.available2025-06-06T00:42:09Z-
dc.identifier.issn0965-2140en_US
dc.identifier.urihttp://hdl.handle.net/10397/113406-
dc.language.isoenen_US
dc.publisherWiley-Blackwell Publishing Ltd.en_US
dc.rightsThis is an open access article under the terms of the Creative Commons Attribution-NonCommercial License (http://creativecommons.org/licenses/by-nc/4.0/), which permits use, distribution and reproduction in any medium, provided the original work is properly cited and is not used for commercial purposes.en_US
dc.rights© 2025 The Author(s). Addiction published by John Wiley & Sons Ltd on behalf of Society for the Study of Addiction.en_US
dc.rightsThe following publication Lo CKM, Chan EWW, Ho FK, Yu L, Chui WWH, Chan KL. Associations of emotional experience with gaming duration and risk of gaming disorder among adolescent gamers: An ecological momentary assessment study. Addiction. 2025; 120(9): 1853–1862 is available at https://doi.org/10.1111/add.70088.en_US
dc.subjectAdolescent healthen_US
dc.subjectAffecten_US
dc.subjectBehavioral healthen_US
dc.subjectEcological momentary assessmenten_US
dc.subjectGamingen_US
dc.subjectGaming disorderen_US
dc.titleAssociations of emotional experience with gaming duration and risk of gaming disorder among adolescent gamers : an ecological momentary assessment studyen_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.spage1853en_US
dc.identifier.epage1862en_US
dc.identifier.volume120en_US
dc.identifier.issue9en_US
dc.identifier.doi10.1111/add.70088en_US
dcterms.abstractBackground and aims: Affect has been shown to be associated with gaming disorder (GD), but little is known about how its temporal tendency may predict excessive gaming. We aimed to evaluate how affect intensity and fluctuations may predict gaming duration and risk of GD among adolescent gamers.en_US
dcterms.abstractDesign: A longitudinal study with ecological momentary assessment (EMA) to collect participants' data at four time points throughout the day during a 14-day observation period.en_US
dcterms.abstractSetting: July and August 2023 in Hong Kong SAR, China.en_US
dcterms.abstractParticipants: A total of 317 adolescents (37.2% female; Mage = 15.5) who self-identified as regular gamers.en_US
dcterms.abstractMeasurements: The major measures were daily game time, GD (Internet Gaming Disorder Scale; IGDS9-SF) and affect intensity (the Positive and Negative Affect Schedule; PANAS), while affect fluctuations were captured by obtaining the root mean squared of successive differences of the PANAS scores.en_US
dcterms.abstractFindings: Both overall negative affect intensity [β = 0.3816, 95% confidence interval (CI) = 0.0941–0.6691, P = 0.0095] and fluctuations (β = 0.5123, 95% CI = 0.0567–0.9679, P = 0.0277) were statistically significantly associated with the follow-up IGDS9-SF score. In terms of positive affect, only affect fluctuations were statistically significantly associated with IGDS9-SF score (β = 0.4457, 95% CI = 0.0279–0.8636, P = 0.0367). At within-person level, both daily negative affect intensity (exponentiated β = 1.0159, 95% CI = 1.0018–1.0302, P = 0.0265) and fluctuations (exponentiated β = 1.0144, 95% CI = 1.0030–1.0258, P = 0.0130) were statistically significantly associated with daily game time. Daily positive affect intensity (exponentiated β = 1.0136, 95% CI = 1.0025–1.0248, P = 0.0166) was statistically significantly associated with increased daily game time at within-person level. The association between daily positive affect fluctuations and game time was statistically non-significant.en_US
dcterms.abstractConclusions: Both intensity and fluctuations of negative affect may predict gaming duration and risk of gaming disorder among Hong Kong adolescents. For positive affect, emotion intensity may be more related to gaming duration, and emotion fluctuations may be more related to adolescents' risk of gaming disorder.en_US
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationAddiction, Sept 2025, v. 120, no. 9, p. 1853-1862en_US
dcterms.isPartOfAddictionen_US
dcterms.issued2025-09-
dc.identifier.scopus2-s2.0-105004064413-
dc.identifier.eissn1360-0443en_US
dc.description.validate202506 bcchen_US
dc.description.oaVersion of Recorden_US
dc.identifier.FolderNumbera3638, OA_TA-
dc.identifier.SubFormID50542-
dc.description.fundingSourceRGCen_US
dc.description.pubStatusPublisheden_US
dc.description.TAWiley (2025)en_US
dc.description.oaCategoryTAen_US
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