Association Among Self-Compassion, Resilience, Positive Mental Health and Risk of Gaming Disorder in 18-30 Year Old Population in China and Thailand: A Cross-Regional Study.
Self-compassion and positive mental health were negatively associated with gaming disorder risk in young adults, suggesting they could be protective mechanisms against gaming disorder, while resilience was not significantly associated.
Key Findings
Results
Self-compassion was negatively associated with risk of Gaming Disorder in young adults.
The study used a General Linear Model to compute associations between study variables with p < 0.05 regarded as statistically significant.
Young adult gamers with lower levels of self-compassion had a greater risk of gaming addiction compared to those with higher levels of self-compassion.
This was identified as one of the first studies to report an association between GD and self-compassion as a positive psychological factor.
Data were collected from 1750 young adults aged 18-30 years across four cities in China and one city in Thailand.
Results
Positive mental health was negatively associated with risk of Gaming Disorder in young adults.
Young adult gamers with moderate mental health had a greater risk of gaming addiction compared to those with flourishing mental health.
A General Linear Model was used to compute the associations between positive mental health and GD risk.
Positive mental health was identified as a potential protective mechanism against GD alongside self-compassion.
The study collected data from 1750 participants recruited via social media, gaming platforms, and tertiary institutions or universities.
Results
Resilience was not significantly associated with the risk of Gaming Disorder.
Unlike self-compassion and positive mental health, resilience did not show a negative association with GD risk.
The absence of a significant association for resilience was a notable finding distinguishing it from the other two positive psychological factors examined.
This finding contrasts with the associations observed for self-compassion and positive mental health in the same sample of 1750 young adults.
The study is described as the first to report on the association between GD and all three positive psychological factors simultaneously.
Methods
The study recruited 1750 young adults from a cross-regional sample spanning China and Thailand.
Data were collected online in four cities across China and one city in Thailand.
Participants were aged 18-30 years.
Recruitment was conducted through social media, gaming platforms, and tertiary institutions or universities.
The online survey collected information on demography, gaming behaviours, risk of GD, self-compassion, resilience, and positive mental health.
The study design was cross-sectional.
Conclusions
The study suggests that primary healthcare professionals should include self-compassion and positive mental health assessments in health screening for early identification of gamers at risk of GD.
The authors propose that screening could identify at-risk gamers before they manifest psychopathological symptoms.
The preliminary findings frame self-compassion and positive mental health as protective mechanisms against GD.
The authors recommend future studies explore positive psychological factors in managing GD in addition to the psychopathological approach.
The existing literature is noted as typically reporting associations between GD and psychopathological outcomes, with evidence linking positive psychological attributes to GD risk described as rarely explored.
Tang A, Lee R, Lee P, Cheng W, Chan S, Guo Y, et al.. (2026). Association Among Self-Compassion, Resilience, Positive Mental Health and Risk of Gaming Disorder in 18-30 Year Old Population in China and Thailand: A Cross-Regional Study.. Nursing open. https://doi.org/10.1002/nop2.70353