Bidirectionality Between Perceived Immediate and Long-Term Benefits and Losses and Internet Gaming Disorder Among Chinese Adolescent Gamers: Prospective Longitudinal Study.
Li S, Zhang J, et al. • Journal of medical Internet research • 2026
IGD symptoms predicted stronger perceived immediate and long-term benefits and losses across multiple domains, while perceived immediate benefits of mental health and personal achievement conversely predicted more IGD symptoms, revealing mostly unidimensional predictive effects of IGD on gaming-related cognitions with two exceptions.
Key Findings
Results
Stronger perceived immediate benefits of mental health and personal achievement at baseline significantly predicted more IGD symptoms one year later.
Mental health immediate benefits: β=.08, 95% CI 0.01-0.15
Personal achievement immediate benefits: β=.10, 95% CI 0.01-0.20
These were the only two perceived benefit/loss dimensions that prospectively predicted IGD (not the reverse)
Analysis used cross-lagged panel models adjusting for background factors
Results
More IGD symptoms at baseline significantly predicted stronger perceived immediate and long-term benefits of social relationships and personal achievement at follow-up.
Immediate social relationship benefits: β=.09, 95% CI 0.03-0.15
Long-term social relationship benefits: β=.11, 95% CI 0.05-0.17
Immediate personal achievement benefits: β=.12, 95% CI 0.06-0.18
Long-term personal achievement benefits: β=.10, 95% CI 0.04-0.16
Results
More IGD symptoms at baseline significantly predicted stronger perceived immediate and long-term losses across mental health, sleep quality, academic performance, and family relationships at follow-up.
Mental health losses — immediate: β=.09, 95% CI 0.03-0.15; long-term: β=.08, 95% CI 0.02-0.14
Sleep quality losses — immediate: β=.10, 95% CI 0.04-0.16; long-term: β=.13, 95% CI 0.07-0.19
Academic performance losses — immediate: β=.09, 95% CI 0.04-0.15; long-term: β=.07, 95% CI 0.01-0.13
Family relationship losses — immediate: β=.11, 95% CI 0.05-0.17; long-term: β=.10, 95% CI 0.04-0.16
Results
More IGD symptoms at baseline significantly predicted stronger perceived long-term losses in social relationships at follow-up.
Long-term social relationship losses: β=.08, 95% CI 0.02-0.14
No significant effect was found for immediate social relationship losses predicting IGD or IGD predicting immediate social relationship losses
This finding extended the pattern of IGD predicting perceived losses into the social domain at the long-term time perspective
Methods
The study used a 12-month two-wave prospective longitudinal design among Chinese junior middle school adolescent gamers.
Baseline survey conducted December 2018 (T1); follow-up survey conducted December 2019 (T2)
Final sample size was 1173 students (mean age 12.5, SD 0.6 years; 59.1% male)
Students were from conveniently selected schools in Guangzhou and Chengdu, China
All Grade 7 and 8 students who had played internet games in the past 12 months were invited to self-administer questionnaires in a classroom setting without teachers present
IGD was assessed using the 9-item DSM-5 IGD checklist
Results
The study found that the predictive effects of IGD on perceived benefits and losses were predominantly unidimensional, with only two exceptions where perceived benefits predicted IGD.
IGD at T1 predicted perceived immediate and long-term benefits and losses across most domains at T2
Only perceived immediate benefits of mental health and personal achievement at T1 showed reverse prediction of IGD at T2
No perceived losses domains significantly predicted subsequent IGD symptoms
The authors describe these findings as revealing 'the unidimensional predictive effects of IGD on perceived immediate and long-term benefits and losses, with 2 exceptions'
Background
The study integrated time perspective (immediate vs. long-term) into both perceived benefits and losses of internet gaming, a cognitive dimension described as previously overlooked in the literature.
Benefits were assessed across 3 domains: mental health, social relationships, and personal achievement
Losses were assessed across 6 domains: mental health, sleep quality, academic performance, family relationships, social relationships, and personal achievement
Each domain was assessed for both immediate and long-term time perspectives
The authors describe this integration as 'innovative' and 'a cognitive dimension previously overlooked in literature'
Li S, Zhang J, Li J, Lau J, Yu Y. (2026). Bidirectionality Between Perceived Immediate and Long-Term Benefits and Losses and Internet Gaming Disorder Among Chinese Adolescent Gamers: Prospective Longitudinal Study.. Journal of medical Internet research. https://doi.org/10.2196/74030