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©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
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], 2023 | South Korea | Cross-sectional; n = 1008 high school students | About 16 (adolescents) | 50% | Game Addiction Scale (Korean, self-report) | Perceived Social Support Scale | SEM (mediation model) |
| Tse et al[2], 2025 | South Korea | Cross-sectional; n = 930 middle school boys | 13-15 (teens) | 100% | Online Game Addiction Scale (obsessive vs harmonious passion) | Social Anxiety Scale; Social Skills and Hostility Scales | SEM (path analysis) |
| Gentile et al[3], 2011 | Singapore | Longitudinal (2-year); n = 3034 schoolchildren | 8-12 (at baseline) | 75% | DSM-IV/APA-based Pathological Gaming Criteria | Social Phobia symptoms (self-report); academic and other outcomes | Logistic and longitudinal regression |
| Mentzoni et al[4], 2011 | Norway | Cross-sectional (national survey); n = 816 adults | 16-40 (mixed adults) | 56% | PVP | Life Satisfaction Rating; Anxiety and Depression Scales | Correlation; group comparison |
| Wei et al[5], 2012 | Taiwan | Cross-sectional (online survey); n = 722 online gamers | 21.8 ± 4.9 | 83% | CIAS - gaming use subset | SPIN; DSSS | Pearson correlation; linear regression |
| Kök Eren and Örsal[6], 2018 | Turkey | Cross-sectional; n = 205 4th grade children | 9-10 (children) | 49% | Computer Game Addiction Scale for Children (21-item) | UCLA Loneliness Scale | Spearman correlation (r) |
| Adams et al[7], 2019 | Australia | Cross-sectional (pilot); n = 125 emergent adults | About 19-25 (young adults) | 50% | IGDS | Family cohesion (moderator); social anxiety | Pearson correlation |
| Tham et al[8], 2020 | United States | Cross-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 support | Path analysis (structural) |
| Jeong and Kim[9], 2020 | South Korea | Cross-sectional; about 300 adolescents | About 15-17 | 50% | K-IGA | Peer relationship quality; social anxiety | Regression, moderation |
| Guo et al[10], 2024 | China | Cross-sectional; n = 479 university students | Mean about 19.5 | 46% | DSM-5 IGD Scale (9-item) | Social Isolation Subscale (Self-Compassion Scale) | Pearson correlation; mediation (PROCESS) |
| Ko et al[11], 2024 | South Korea | Cross-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], 2023 | India | Cross-sectional; n = 200 undergraduates (1st year) | Mean about 18-19 | 84% | Self-reported Gaming Addiction Questionnaire | Time spent with family/friends (self-report); perceived social isolation while gaming (single-item) | Descriptive stats (%, χ²) |
| Lo et al[13], 2005 | Taiwan | Cross-sectional; n = 174 MMORPG players | Mean about 17 (teens) | 69% | Online gaming use (hours/week) - not diagnostic | Social anxiety (Chinese Social Anxiety Scale); offline vs online friends count | t-tests, correlation |
| Colwell and Payne[14], 2000 | United Kingdom | Cross-sectional; n = 204 adolescents | 12-14 (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], 2023 | 3 | 2 | 2 | 7 | Good |
| Tse et al[2], 2025 | 3 | 2 | 2 | 7 | Good |
| Gentile et al[3], 2011 | 4 | 2 | 3 | 9 | Good |
| Mentzoni et al[4], 2011 | 3 | 1 | 2 | 6 | Fair |
| Wei et al[5], 2012 | 3 | 1 | 2 | 6 | Fair |
| Kök Eren and Örsal[6], 2018 | 3 | 1 | 2 | 6 | Fair |
| Adams et al[7], 2019 | 3 | 1 | 2 | 6 | Fair |
| Tham et al[8], 2020 | 3 | 2 | 2 | 7 | Good |
| Jeong and Kim[9], 2020 | 3 | 2 | 2 | 7 | Good |
- Citation: Byeon H. Impact of video game addiction on social interaction: An observational review examining loneliness, social anxiety, and social activity. World J Psychiatry 2025; 15(12): 110653
- URL: https://www.wjgnet.com/2220-3206/full/v15/i12/110653.htm
- DOI: https://dx.doi.org/10.5498/wjp.v15.i12.110653
