Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/116107
DC FieldValueLanguage
dc.contributorDepartment of Applied Social Sciencesen_US
dc.creatorLo, CKMen_US
dc.creatorChan, EWWen_US
dc.creatorCho, YWen_US
dc.date.accessioned2025-11-19T06:33:05Z-
dc.date.available2025-11-19T06:33:05Z-
dc.identifier.issn0306-4603en_US
dc.identifier.urihttp://hdl.handle.net/10397/116107-
dc.language.isoenen_US
dc.publisherElsevier Ltden_US
dc.subjectAdolescentsen_US
dc.subjectCravingen_US
dc.subjectEcological momentary assessmenten_US
dc.subjectGaming disorderen_US
dc.titleAn ecological momentary assessment of adolescents’ affective states and game cravingen_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.volume172en_US
dc.identifier.doi10.1016/j.addbeh.2025.108510en_US
dcterms.abstractBackground and Aims: Craving plays a critical role in the development and maintenance of addiction, including gaming disorder. While affective states are associated with cravings in substance-related use and disorders, the relationship between affect and game craving remains understudied. This study employs an ecological momentary assessment (EMA) approach to investigate how momentary positive and negative affect are related to game craving in adolescents, and whether these associations vary by individual differences in gaming disorder risk.en_US
dcterms.abstractMethods: A total of 317 Hong Kong Chinese adolescents who self-reported as regular gamers completed a pre-EMA survey, followed by a 14-day EMA protocol. Participants reported their momentary positive affect, negative affect, and game craving at four time points daily.en_US
dcterms.abstractResults: At the within-person level, elevated momentary positive and negative affect were significantly associated with increased odds of game craving. However, adolescents at higher risk for gaming disorder showed a reversed pattern, reporting reduced craving when experiencing greater affect intensity than their personal average.en_US
dcterms.abstractDiscussion and Conclusions: These findings illustrate the complex dynamics between affect and game craving, highlighting the moderating role of an individual's gaming disorder risk. Understanding how affect interacts with game craving in real-word setting may inform targeted interventions for adolescents vulnerable to problematic gaming.en_US
dcterms.accessRightsembargoed accessen_US
dcterms.bibliographicCitationAddictive behaviors, Jan. 2026, v. 172, 108510en_US
dcterms.isPartOfAddictive behaviorsen_US
dcterms.issued2026-01-
dc.identifier.eissn1873-6327en_US
dc.identifier.artn108510en_US
dc.description.validate202511 bcchen_US
dc.description.oaNot applicableen_US
dc.identifier.FolderNumbera4179-
dc.identifier.SubFormID52203-
dc.description.fundingSourceRGCen_US
dc.description.pubStatusPublisheden_US
dc.date.embargo2028-01-31en_US
dc.description.oaCategoryGreen (AAM)en_US
Appears in Collections:Journal/Magazine Article
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Embargo End Date 2028-01-31
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