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Systematic Reviews
Copyright ©The Author(s) 2025.
World J Psychiatry. Dec 19, 2025; 15(12): 110653
Published online Dec 19, 2025. doi: 10.5498/wjp.v15.i12.110653
Table 1 Characteristics of included observational studies on gaming addiction and social interaction outcomes (2000-2025)
Ref.
Country
Design and sample
Age (years)
Male (%)
Gaming addiction measure
Social outcome measure
Analysis
Limone et al[1], 2023South KoreaCross-sectional; n = 1008 high school studentsAbout 16 (adolescents)50%Game Addiction Scale (Korean, self-report)Perceived Social Support ScaleSEM (mediation model)
Tse et al[2], 2025South KoreaCross-sectional; n = 930 middle school boys13-15 (teens)100%Online Game Addiction Scale (obsessive vs harmonious passion)Social Anxiety Scale; Social Skills and Hostility ScalesSEM (path analysis)
Gentile et al[3], 2011SingaporeLongitudinal (2-year); n = 3034 schoolchildren8-12 (at baseline)75%DSM-IV/APA-based Pathological Gaming CriteriaSocial Phobia symptoms (self-report); academic and other outcomesLogistic and longitudinal regression
Mentzoni et al[4], 2011NorwayCross-sectional (national survey); n = 816 adults16-40 (mixed adults)56%PVPLife Satisfaction Rating; Anxiety and Depression ScalesCorrelation; group comparison
Wei et al[5], 2012TaiwanCross-sectional (online survey); n = 722 online gamers21.8 ± 4.983%CIAS - gaming use subsetSPIN; DSSSPearson correlation; linear regression
Kök Eren and Örsal[6], 2018TurkeyCross-sectional; n = 205 4th grade children9-10 (children)49%Computer Game Addiction Scale for Children (21-item)UCLA Loneliness ScaleSpearman correlation (r)
Adams et al[7], 2019AustraliaCross-sectional (pilot); n = 125 emergent adultsAbout 19-25 (young adults)50%IGDSFamily cohesion (moderator); social anxietyPearson correlation
Tham et al[8], 2020United StatesCross-sectional; n = 361 university students (including gamers)Mean about 20 (young adults)71%Gaming Disorder Test (WHO-based) - “Problematic Gaming”Multidimensional social support: Real-world vs in-game supportPath analysis (structural)
Jeong and Kim[9], 2020South KoreaCross-sectional; about 300 adolescentsAbout 15-1750%K-IGAPeer relationship quality; social anxietyRegression, moderation
Guo et al[10], 2024ChinaCross-sectional; n = 479 university studentsMean about 19.546%DSM-5 IGD Scale (9-item)Social Isolation Subscale (Self-Compassion Scale)Pearson correlation; mediation (PROCESS)
Ko et al[11], 2024South KoreaCross-sectional (national survey); n = 2764 adults (18-49)18-49 (adult gamers)67%Structured Clinical Interview for IGD (DSM-5)Perceived Loneliness and Social Isolation (single-item)Logistic regression
Prince et al[12], 2023IndiaCross-sectional; n = 200 undergraduates (1st year)Mean about 18-1984%Self-reported Gaming Addiction QuestionnaireTime spent with family/friends (self-report); perceived social isolation while gaming (single-item)Descriptive stats (%, χ²)
Lo et al[13], 2005TaiwanCross-sectional; n = 174 MMORPG playersMean about 17 (teens)69%Online gaming use (hours/week) - not diagnosticSocial anxiety (Chinese Social Anxiety Scale); offline vs online friends countt-tests, correlation
Colwell and Payne[14], 2000United KingdomCross-sectional; n = 204 adolescents12-14 (school)52%Gaming frequency and preference (no formal tool)Self-esteem Scale; Social Isolation Concerns (questionnaire)Pearson correlation
Table 2 Results of quality assessment: Newcastle-Ottawa Scale
Ref.
Selection (0-4 points)
Comparability (0-2 points)
Outcome (0-3 points)
Total score (0–9 points)
Quality rating
Limone et al[1], 20233227Good
Tse et al[2], 20253227Good
Gentile et al[3], 20114239Good
Mentzoni et al[4], 20113126Fair
Wei et al[5], 20123126Fair
Kök Eren and Örsal[6], 20183126Fair
Adams et al[7], 20193126Fair
Tham et al[8], 20203227Good
Jeong and Kim[9], 20203227Good