# Bidirectionality Between Perceived Immediate and Long-Term Benefits and Losses and Internet Gaming Disorder Among Chinese Adolescent Gamers: Prospective Longitudinal Study

**Authors:** Siman Li, Jianxin Zhang, Ji-bin Li, Joseph TF Lau, Yanqiu Yu

PMC · DOI: 10.2196/74030 · Journal of Medical Internet Research · 2026-02-26

## TL;DR

This study shows how Chinese adolescents' beliefs about short- and long-term benefits and losses of gaming are linked to and influenced by internet gaming disorder.

## Contribution

The study introduces a novel integration of time perspective into perceived gaming benefits and losses, revealing bidirectional relationships with gaming disorder.

## Key findings

- Perceived immediate benefits in mental health and personal achievement predict future gaming disorder symptoms.
- Gaming disorder symptoms predict increased perceived benefits and losses in social and personal domains over time.
- The findings highlight the need for interventions targeting temporal biases in gaming perceptions.

## Abstract

Adolescents perceive both immediate and long-term benefits and losses related to internet gaming, affecting their risk of internet gaming disorder (IGD). These perceptions could also be shaped and reinforced by IGD, indicating potential bidirectionality.

This study aimed to investigate the bidirectional relationships between perceived immediate and long-term benefits in 3 domains (mental health, social relationships, and personal achievement) and IGD, and between perceived immediate and long-term losses in 6 domains (mental health, sleep quality, academic performance, family relationships, social relationships, and personal achievement) and IGD.

A 12-month 2-wave prospective longitudinal study was conducted among junior middle school students who had played internet games in the past 12 months in Guangzhou and Chengdu, China, with a baseline survey (T1, December 2018) and the other identical follow-up survey conducted 1 year later (T2, December 2019). The participating schools were conveniently selected; all Grade 7 and 8 students were invited to self-administer the questionnaires in a classroom setting without the presence of the schoolteachers. The final sample size was 1173 students (mean age 12.5, SD 0.6 y; male: 693/1173, 59.1%). IGD was assessed by using the 9-item Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition IGD checklist.

Cross-lagged panel analysis (adjusting for background factors) showed (1) stronger perceived immediate benefits of mental health (β=.08, 95% CI 0.01-0.15) and personal achievement (β=.10, 95% CI 0.01-0.20) at T1 significantly predicted more IGD symptoms at T2; (2) more IGD symptoms at T1 significantly predicted stronger perceived immediate and long-term benefits of social relationships (immediate: β=.09, 95% CI 0.03-0.15; long-term: β=.11, 95% CI:0.05-0.17) and personal achievement (immediate: β=.12, 95% CI 0.06-0.18; long-term: β=.10, 95% CI 0.04-0.16) at T2; (3) more IGD symptoms at T1 significantly predicted stronger perceived immediate and future losses in mental health (immediate: β=.09, 95% CI 0.03-0.15; long-term: β=.08, 95% CI 0.02-0.14), sleep quality (immediate: β=.10, 95% CI 0.04-0.16; long-term: β=.13, 95% CI 0.07-0.19), academic performance (immediate: β=.09, 95% CI 0.04-0.15; long-term: β=.07, 95% CI 0.01-0.13), and family relationships (immediate: β=.11, 95% CI 0.05-0.17; long-term: β=.10, 95% CI 0.04-0.16) at T2, as well as perceived long-term losses in social relationships at T2 (β=.08, 95% CI 0.02-0.14).

This study was innovative in integrating time perspective into both perceived benefits and losses of internet gaming, a cognitive dimension previously overlooked in literature. The current findings advance the field by revealing the unidimensional predictive effects of IGD on perceived immediate and long-term benefits and losses, with 2 exceptions of perceived immediate and long-term benefits of mental health and personal achievement conversely predicting IGD. These results contribute to the development of effective interventions: the cognitive components should go beyond the general pros and cons of gaming and target the potential temporal bias gamers hold.

## Full-text entities

- **Genes:** CFI (complement factor I) [NCBI Gene 3426] {aka AHUS3, ARMD13, C3BINA, C3b-INA, FI, IF}
- **Diseases:** impaired cognitive functions (MESH:D003072), IGD (MESH:C535406), social anxiety (MESH:D000072861), phobia (MESH:D010698), sleep deprivation (MESH:D012892), depression (MESH:D003866), anxiety (MESH:D001007), Mental Disorders (MESH:D001523), POFBS (MESH:C538175), poor sleep quality (MESH:D012893), addictive behaviors (MESH:D000437), withdrawal symptoms (MESH:D013375)
- **Species:** Homo sapiens (human, species) [taxon 9606]

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## References

68 references — full list in the complete paper: https://tomesphere.com/paper/PMC12945363/full.md

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Source: https://tomesphere.com/paper/PMC12945363