Vol.:(0123456789)
In e na ional Jou nal o Men al Heal h and Addic ion
h ps://doi.o g/10.1007/s11469-025-01473-7
REVIEW
Pa en al Beha io s andVideo Game Addic ion
inAdolescen s: ASys ema ic Re iew
Ca menRosales‑Na a o1 · InmaculadaTo esPé ez1
© The Au ho (s) 2025
Abs ac
Despi e he popula i y and bene i s o ideo games, conce ns ha e a isen in di e en a eas,
especially in he addic i e aspec . P e ious li e a u e highligh s amily beha io s as el‑
e an ac o s. The objec i e o his e iew was oupda e he ela ionship be ween pa en al
beha io s and ideo game addic ion in adolescen s, iden i ying ele an beha io s o i s
p e en ion and ea men , analyzing he ac o s in ol ed, ecognizing hei cyclicali y. 37
a icles wi h 56 eco ds we e selec ed h ough a bibliog aphic sea ch in Web o Science,
Scopus and PsycIn o. P e iously es ablished associa ions we e iden i ied (abuse, suppo ,
knowledge, con ol, a achmen and pa en ing s yles, amily unc ioning, pa en –child ela‑
ionship and men al heal h) along wi h new ela ed ac o s (a i ude owa ds ideo games,
pa en al phubbing, pa en al con lic s, p essu e) ha could con ibu e o he p e en ion
and ea men o his p oblem. The amily en i onmen is key o managing and p e en ing
in e ne gaming diso de in adolescen s.
Keywo ds Pa en s· Beha io al addic ions· Video game addic ion· IGD· In e ne gaming
diso de
Video games a e one o he mos popula o ms o en e ainmen in oday’s socie y
(Şal a lı & G i i hs, 2022). The inc easing adop ion o his o m o leisu e is e iden in
he numbe s: in jus six yea s, he numbe o compu e game s has inc eased om 1.8 bil‑
lion o 2 billion (Vuong e al., 2021).
These in e ac i e applica ions allow i ual en i onmen imme sion whe e one can ace
challenges (Mills e al., 2016). This o m o en e ainmen has also been ecognized as a
aluable ool in educa ion, heal hca e, mili a y aining, disas e managemen , ma ke ing,
co po a e managemen , and ou ism (Biha i & Pa anaik, 2023). In addi ion, hey p o ide
cogni i e and pe cep ual bene i s, such as imp o emen s in cogni i e skills, mo i a ion,
and social unc ioning (G anic e al., 2014).
* Ca men Rosales‑Na a o
ca osna[email p o ec ed]; ca men osana[email p o ec ed]
Inmaculada To es Pé ez
m o [email p o ec ed]
1 Depa men o Pe sonali y, Psychological E alua ion andT ea men , Uni e si y o Se ille, Se ille,
Spain
In e na ional Jou nal o Men al Heal h and Addic ion
Despi e hei popula i y and bene i s, ideo games ha e also aised signi ican conce ns
in di e en a eas. Recen esea ch has highligh ed possible nega i e e ec s, such as addic‑
ion, agg essi e beha io , and seden a y li es yle (Bonnai e e al., 2019).
Video Game Addic ion
The in e ne gaming diso de (IGD) inclusion in he Diagnos ic and S a is ical Manual o
Men al Diso de s (DSM‑5) and i s ecogni ion as a diagnosis in he In e na ional Classi i‑
ca ion o Diseases (ICD‑11) highligh conce ns abou he men al heal h impac o exces‑
si e gaming (Ame ican Psychia ic Associa ion [APA], 2013; Wo ld Heal h O ganiza ion
[WHO], 2019). IGD is cha ac e ized by equen gaming ha nega i ely impac s daily
unc ioning, a ec ing social ela ionships, amily esponsibili ies, and sel ‑ca e (WHO,
2019).
P e alence a es a y by classi ica ion c i e ia: S e ens e al. (2021) epo a 3% p e a‑
lence, d opping o 1.9% wi h s ic e c i e ia, while o he s udies sugges 5% (Limone e al.,
2023). Among adolescen s, p e alence ises be ween 1.9% and 5.9% (Sugaya e al., 2019),
wi h highe a es in Asian coun ies (S e ens e al., 2021).
Mos game s a e male, wi h adolescen s spending he mos ime gaming and ha ing he
highes addic ion a es (Limone e al., 2023; Rojas‑Ja a e al., 2022; S e ens e al., 2021;
Sugaya e al., 2019). Al hough addic ion a es a o boys by 2.5:1, ecen indings indica e
a ising end among gi ls (S e ens e al., 2021).
Adolescen ideo game addic ion has been linked o po en ial changes in emo ional and
psychosocial well‑being, including al e a ions in sel ‑es eem, li e sa is ac ion, social sup‑
po , as well as symp oms o anxie y and dep ession. (Limone e al., 2023; Sugaya e al.,
2019). S udies epo psychological al e a ions such as emo ional ins abili y, changes
in pe sonali y, mood, die , sleep pa e ns, and beha io (Rojas‑Ja a e al., 2022; Sugaya
e al., 2019). Mo eo e , cogni i e challenges, including a en ion and memo y p oblems,
dys unc ional coping, diminished p oblem‑sol ing, and lowe academic pe o mance, a e
common (Limone e al., 2023).
Se e al p edic i e ac o s o IGD in adolescen s include dep ession, anxie y, emo ional
dependence, social wi hd awal, and low academic pe o mance (Limone e al., 2023).
Addi ionally, a en ion de ici hype ac i i y diso de (ADHD), impulsi i y, agg ession, low
sel ‑es eem, poo emo ional con ol, social skills di icul ies, and nega i e coping s a egies
inc ease ulne abili y o he diso de (Rojas‑Ja a e al., 2022).
A key ea u e o ideo game addic ion is he p esence o ac o s ha se e as bo h
p edic o s and ou comes, such as anxie y, social wi hd awal, low academic sco es. This
c ea es a cycle whe e anxie y inc eases p oblema ic gaming, which hen in ensi ies anxi‑
e y, o ming a sel ‑pe pe ua ing loop. This “loop o causali y” is cen al o addic ion, as
symp oms and ad e se consequences ein o ce each o he , complica ing e o s o b eak he
cycle (Limone e al., 2023).
Pa en ing Beha io s
Family in luence on he onse and pe sis ence o in e ne gaming diso de in adolescen s is
subjec o s udy in he scien i ic li e a u e. This diso de no only a ec s young people, bu
also hei ela i es, especially pa en s, who may con ibu e o i s de elopmen and pe sis‑
ence (Bonnai e e al., 2019). Diagnosis c i e ia om bo h DSM‑5 and ICD‑11 highligh
In e na ional Jou nal o Men al Heal h and Addic ion
he close ela ionship o IGD and amily‑ ela ed ac o s (APA, 2013; B andho s e al.,
2022; WHO, 2019).
Family Func ioning
Despi e a ia ions in he de ini ion o amily unc ioning (B andho s e al., 2022), he e
is a signi ican associa ion wi h gaming addic ion in adolescen s. A posi i e amily en i‑
onmen and s ong cohesion se e as p o ec o s agains compulsi e gaming (B andho s
e al., 2022). Fu he mo e, pa en s’ awa eness abou hei child en’s ac i i ies is in e sely
ela ed o symp om se e i y, highligh ing he impo ance o communica ion in p e en ion
and ea men (B andho s e al., 2022).
Pa en –child Rela ionship
The quali y o amily in e ac ions plays a c ucial ole in he de elopmen o IGD. Longi‑
udinal s udies indica e ha posi i e ela ionships be ween pa en s and adolescen s ac as a
p e en i e ac o and educe addic i e symp oms. In con as , low closeness wi h pa en s,
inc eased amily con lic , and poo e amily ela ionships ha e been associa ed wi h p ob‑
lem gaming (Bussone e al., 2020; Rojas‑Ja a e al., 2022; Sugaya e al., 2019).
Family A achmen
Game s wi h insecu e a achmen o en show mo e p oblema ic gaming beha io s. Pa ho‑
logical gaming may be a coping mechanism o hose wi h anxious a achmen and a way
o supp ess nega i e emo ions o hose wi h a oidan a achmen . Al hough di ec e i‑
dence linking pa en al accep ance o ejec ion o ideo game addic ion is lacking, he e is
an indi ec in luence h ough sel ‑es eem (Bussone e al., 2020). Addi ionally, a connec ion
has been iden i ied be ween diso ganized a achmen and a i udes owa ds pa en ing and
IGD (Sugaya e al., 2019).
Pa en al Abuse
Emo ional, physical o sexual abuse, as well as neglec , has been associa ed wi h an
inc eased isk o de eloping in e ne gaming diso de in adolescen s (Bussone e al., 2020).
Pa en al a e si eness and lack o pa en al in ol emen co ela es signi ican ly wi h ideo
game addic ion (Coşa e al., 2022) and some people wi h IGD use ideo games as a way o
escape pain ul memo ies o abuse (Sugaya e al., 2019).
Pa en al S yles
Pa en al s yles a ise om he combina ion o wo dimensions: a ec ion and con ol, gi ‑
ing ise o ou ypes: democ a ic (high a ec ion and con ol), pe missi e (high a ec ion
and low con ol), au ho i a ian (low a ec ion and high con ol) and negligen (low a ec‑
ion and con ol). A ec ion e e s o ca e and suppo , while con ol can be di ided in o
wo ypes: beha io al and psychological (González‑Cáma a e al., 2019). In gene al, demo‑
c a ic pa en ing s ands ou as he mos bene icial, as i is associa ed wi h p o ec i e beha ‑
io s (Bonnai e e al., 2019; González‑Cáma a e al., 2019). Howe e , in young people wi h
IGD, pe missi e amilies wi h he use o ideo games p e ail (Rojas‑Ja a e al., 2022).
In e na ional Jou nal o Men al Heal h and Addic ion
Pa en al Con ol
While pa en al con ol is a componen o pa en ing s yles, i s ele ance has g own in
ela ion o in e ne gaming diso de . Va ious pa en ing esou ces emphasize he need
o ules and es ic ions (B andho s e al., 2022; Bussone e al., 2020; Rosales‑Na a o
e al., 2024). Insu icien pa en al supe ision, lack o guidelines o ideo game use,
and psychological con ol a e iden i ied as isk ac o s o child en’s psychological and
beha io al de elopmen (Bonnai e e al., 2019; Rojas‑Ja a e al., 2022; Sugaya e al.,
2019). Mo eo e , limi ed esou ces and excessi e pa en al in ol emen a e signi ican ly
linked o ideo game addic ion (Coşa e al., 2022), while highe au onomy, es ic i e
moni o ing, and wa m h in he home co ela e wi h lowe addic ion le els (Coşa e al.,
2022).
O he Fac o s
Pa en al men al heal h p oblems, such as anxie y, ha e been linked o ideo game addic‑
ion in adolescen s (Sugaya e al., 2019). Al hough in e pa en al con lic s ha e been
conside ed, he me a‑analysis by Coşa e al. (2022) ound no signi ican ela ionships
wi h his diso de . Fu he mo e, acco ding o B andho s e al. (2022) and Rojas‑Ja a
e al. (2022), pa en al o e use o ideo games could be ela ed o addic ion symp oms in
adolescen s.
S udy Objec i es
Conside ing he g owing in e es and p oli e a ion o s udies in his ield in ecen yea s,
his sys ema ic e iew aims o upda e he ela ionship be ween pa en al beha io s and
ideo game addic ion in adolescen s. Speci ically, i s objec i es a e:
1) To analyze he pa en al beha io s associa ed wi h ideo game addic ion, aking in o
accoun all ela ed ac o s, since causes and e ec s in luence each o he (“loop o casu‑
ali y”).
2) To iden i y pa en al beha io s ha could be ele an o he p e en ion and ea men o
ideo game addic ion, conside ing ha p e en ion p og ams should include con en ha
ad esses cu en pa en al models (Jiménez & Hidalgo, 2016), and ha he mos e ec i e
ea men s in ol e no only he indi idual bu also hi amily (Limone e al., 2023).
In his e iew, “in e ne gaming diso de ” and “ ideo game addic ion”, among o h‑
e s, will be used in e changeably o e e o he use o ideo games om a pa hological
pe spec i e, as dis inguished om simple excess o ec ea ional use.
Me hod
This sys ema ic e iew was conduc ed ollowing he PRISMA me hodology (Page e al.
2020). S udies ha e alua ed pa en al beha io s ela ed o pa hological use o addic‑
ion o ideo games in adolescen s aged 10 o 19yea s we e included (WHO, 2019),
In e na ional Jou nal o Men al Heal h and Addic ion
excluding s udies wi h samples ha included neu ode elopmen al diso de s. Theo e ical
a icles, heses, case s udies, e iews, and me a‑analyses we e also disca ded. In case o
doub , he s udy was p eselec ed.
Web o Science, Scopus and PsycIn o da abases we e used, es ic ing he sea ch o pub‑
lica ions be ween 2019 and 2023 (las 5yea s). The e ms used we e “pa en *”, “adoles‑
cen*”, “ een*”, “you h*”, “ ideogam*”, “compu e gam*”, “game addic ion” and “gaming
diso de ” p esen in he i le, abs ac and/o keywo ds.
Da a we e ex ac ed om each s udy using SPSS so wa e, eco ding cha ac e is ics
such as name, au ho , yea o publica ion, coun y o o igin, s udy design, sample size,
mean age and pe cen age o women. The me hods o assessmen o online gaming diso de
and pa en al ac o s we e also speci ied, eco ding he esul s and assigning a quali y sco e
o each s udy.
Resul s
S udies Selec ion
The selec ion p ocess ollowed he PRISMA lowcha (Page e al., 2020), summa ized in
Fig.1. 184 s udies we e iden i ied in WoS, 105 in PsycIn o and 261 in Scopus. 57 heo‑
e ical a icles we e excluded, and 274 duplica es we e emo ed wi h Mendeley so wa e,
lea ing 219 eco ds, o which 146 we e disca ded o no mee ing he inclusion c i e ia.
Se en y‑one ull a icles we e e alua ed, excluding wo due o lack o access, a e ying
o con ac he au ho s. Finally, 37 a icles we e included, o aling 56 eco ds.
Da a Analysis
The numbe o a icles has inc eased in ecen yea s, wi h 2022 s anding ou wi h 12 pub‑
lica ions and 2023 wi h 10. Mos o he s udies came om China (17), ollowed by Tu key
(8), Ko ea (4) and Ge many and Spain (2 each). A icles om Aus alia, Romania, Taiwan
and Vie nam we e also ound.
The mean numbe o pa icipan s was 1827.95, wi h a ange o 100 o 30,955. Se en
s udies did no p o ide he age o he pa icipan s; among he es , he mean age was
14.32yea s, wi h a ange o 12.10 o 16.60yea s (s anda d de ia ion o 1.16). The mean
pe cen age o emale pa icipan s was 44.73, including one s udy wi hou emale playe s.
Se e al ools we e used o assess ideo game addic ion, including hose o Young, Lem‑
mens e al., Yu e al., Pon es & G i i hs, Pe y e al., Chama o e al. and Llo e e al. The
assessmen o pa en al beha io s showed g ea e he e ogenei y in he scales used due o he
di e si y o a iables (Fo mo e in o ma ion see Table1).
Me hodological quali y was assessed using he ou een c i e ia o he Na ional Ins i‑
u es o Heal h ool o obse a ional coho and c oss‑sec ional s udies (NIH, 2014).
Each c i e ion me sco ed 1 poin , gi ing a o al sco e om 0 o 14. Based on his, s udies
we e classi ied as ’poo ’ (< 7), ’a e age’ (7–10), o ’good’ (> 10) in quali y. As shown in
Table1, h ee s udies we e a ed as high quali y (> 10 poin s), while 34 we e classi ied
as medium quali y (7–10 poin s) acco ding o he NIH (2014). Addi ionally, 81.1% o he
s udies employed a c oss‑sec ional design, wi h he emaining ones ollowing a longi udi‑
nal app oach.
In e na ional Jou nal o Men al Heal h and Addic ion
Main Resul s
A i ude Towa ds Video Games
A weak posi i e co ela ion was ound be ween pa en s’ knowledge o digi al media isks
and how o ake p ecau ions agains hem and IGD (Palanbek Ya as e al.,2023), as well as
a s ong co ela ion be ween pa en s’ pe cep ion o gaming addic ion and IGD (Palanbek
Ya as e al.,2023).
Fig. 1 Flow cha o he bibliog aphic sea ch. No e 1. *Reason 1: Pa icipan s ou side he selec ed age
ange; *Reason 2: No connec ion be ween pa en al beha io s and ideo game addic ion; *Reason 3: Low
quali y o he s udy
In e na ional Jou nal o Men al Heal h and Addic ion
Table 1 Coding o he a iables ela ed o he cha ac e is ics, me hodology and quali y o he selec ed a icles
Iden i ica ion a iables Sample E alua ion me hods Quali y
N A icle Coun y Design N Age % ♀DV IV
1 PalanbekYa as e al. 2023 Tu key C oss 345 13,4 45,5 Gaming Diso de Scale o Pa en s
(GADIS‑P; Paschke e al., 2021)
Digi al Pa en ing A i ude Scale (Kaya
e al., 2018)
8
De e mining he Pe cep ions o Pa en s
Towa ds Compu e Game Addic ion
Scale (Ulusoy e al., 2019)
2 Wang e al., 2023a, 2023b China C oss 2413 NR 33,8 DSM‑5 IGD Symp oms Checklis
o Adolescen s (DISCA;Yang
e al.,2021)
2 Ques ions o Pe cei ed Pa en al’s
In e ne Gaming Beha io s (Wu e al.,
2016)
7
3 Geniş & Ayaz‑Alkaya, 2023 Tu key C oss 1379 15,8 52,2 The Digi al Game Addic ion Scale
(DGAS) (Lemmens e al., 2009)
The Pa en al A i ude Scale (PAS;Lam‑
bo n e al., 1991)
8
4 Wang e al., 2023a, 2023b China C oss 698 13,52 48,42 In e ne Gaming Diso de Ques ionnai e
(Yu e al., 2015)
The Child en’s Pe cep ion o In e pa‑
en al Con lic Scale (CPIC;Chi &
Xin, 2003)
8
5 Gan e al., 2023 China C oss 699 14,18 53,6 In e ne Gaming Diso de Ques ionnai e
(Yu e al., 2015)
Child Psychological Abuse and Neglec
Scale (S ol enbo gh e al., 2013)
8
6 Liang e al., 2023 China C oss 673 12,81 45,91 In e ne Gaming Diso de Scale (Pon es
& G i i hs, 2015)
Pa en ‑Adolescen Con lci Ques ion‑
nai e (Fang & Dong e al., 1998)
8
7 Chung e al., 2023 Ko ea C oss 467 15,62 7,28 Young In e ne Addic ion Scale (Lee
e al., 2013)
Ma e nal Beha io Resea ch Ins umen
(MBRI‑K;Schae e e al., 1959)
7
8 Rod íguez‑Ruíz e al. 2023 Spain C oss 397 14,82 42,9 The Ques ionnai e o Expe iences
Associa ed wi h Videogames
(CERV;Chama o e al., 2014) & The
Game Addic ion Scale o Adolescen s
(GASA;Llo e e al., 2017)
The TXP Pa en ing Ques ionnai e
(TXP‑A; A ec o‑comunicación y
con ol‑es uc u a)
(TXP‑C; A ec o‑comunicación y alo es
p osociales) (Beni o e al., 2019)
& The Pa en al Socializa ion Scale
(Acep ación/Pa icipación y Rigo /
Imposición) (ESPA‑29; Musi u &
Ga cía, 2004)
9
In e na ional Jou nal o Men al Heal h and Addic ion
Table 1 (con inued)
Iden i ica ion a iables Sample E alua ion me hods Quali y
N A icle Coun y Design N Age % ♀DV IV
9 Kaya & Paza cıkcı, 2023 Tu key C oss 297 14,84 58,6 Digi al Game Addic ion Scale o Chil‑
d en (DGASC; Haza & Haza , 2017)
NR 7
10 Taş 2023 Tu key C oss 360 15,55 54,7 Game Addic ion Scale (Anlı and Taş,
2018)
Psychological mal ea men ques ion‑
nai e (POPMIFA—Sho o m;E kan
& Gö kem, 2021)
7
11 Gan e al., 2022 China C oss 1255 15,55 58,91 In e ne Gaming Diso de Ques ionnai e
(IGDQ;Yu e al., 2017)
Family Assesmen De ice (FAD;Byles
e al., 1988)
8
Pa en –Child Rela ionship Scale
(PCRS;Shen e al., 2012)
12 She e al., 2022 China Lng 1200 16,6 47,2 DSM‑5 IGD symp oms checklis (Sige ‑
son e al., 2017)
Psychological Con ol Scale‑You h Sel
Repo (Ba be , 1996)
10
2 i ems o measu e he equency o
e bal and physical abuse by pa en s
(Schae e , 1997)
4 i ems o measu e pa en al suppo (Li
e al., 2017)
1‑i em Pa en –Child Rela ionship (Yang
e al., 2021)
13 Dou e al., 2022 China Lng 434 14,44 51,15 Adap ed In e ne Addic ion Scale
(Young, 1998)
Pa en In ol emen Scale (Wu e al.,
2018)
10
14 Es e e e al.2022 Spain C oss 219 14,67 59,81 Video‑Game Rela ed Expe iences
Ques ionnai e (CERV; Chama o
e al., 2014) & Game Addic ion Scale
o adolescen s (GASA; Llo e e al.,
2018)
TXP‑A Pa en ing Ques ionnai e 7
15 Kaymakcı e al., 2022 Tu key C oss 627 14,37 44,2 Gaming Addic ion Scale o Adolescen s
(Ilgaz, 2015)
Pa en al P essu e and Suppo o
G ea e Academic Pe o mance
(Kapıkı an, 2016)
8
In e na ional Jou nal o Men al Heal h and Addic ion
Table 1 (con inued)
Iden i ica ion a iables Sample E alua ion me hods Quali y
N A icle Coun y Design N Age % ♀DV IV
16 Li e al., 2022 China C oss 3049 15,68 50,5 Sho ‑ o m In e ne Gaming Diso de
Scale (Sige son e al., 2017)
Pa en al Bounding Ins umen (PBI;
Kaza ian e al., 1987)
7
17 Cuong e al., 2022 Vie nam C oss 2084 14,5 50,2 In e ne Gaming Diso de Tes (IGD‑20
Tes ;Pon es e al., 2014)
Pa en ‑ amily connec edness scale
(Resnick e al., 1997)
8
Child Discipline Module (Vie nam
Gene al S a is ical O ice, 2006) & A
ques ion abou Pa en al supe ision
o gaming ("Do you pa en supe ise
you gaming beha io s?")
18 Shen e al., 2022 China C oss 809 13,15 48,82 In e ne Gaming Diso de Scale (Pe y
e al., 2014)
Pa en Phubbing Scale (Robe s &
Da id, 2016)
8
19 Wa bu on e al.2022 Aus alia C oss 866 14,12 43 10‑i ems In e ne Gaming Diso de Tes
(IGDT‑10; Ki ály e al., 2013)
Da a o m ad hoc wi h 3 i ems abou
Pa en al Bounda ies on Video Game
Use
8
Modi ied In en o y o Pa en and Pee
A achmen (MIPPA; Raja e al.,
1992)
Pa en ‑Family Connec edness Scale
(PFCS; Muelle , 2009)
20 Mun, 2022 Ko ea Lng 393 NR 52,2 Modi ied Young’s In e ne Addic‑
ion Scale (Young, 1998) o Game
Addic ion Scale (Na ional In o ma ion
Socie y Agency, 2009)
Gene alized Anxie y Diso de (GAD‑7;
Spi ze e al., 2006)
9
21 Mun & Lee, 2022 Ko ea Lng 336 NR 42 Modi ied Young’s In e ne Addic‑
ion Scale (Young, 1998) o Game
Addic ion Scale (Na ional In o ma ion
Socie y Agency, 2009)
UCLA loneliness scale (Peplau & Pe l‑
man, 1982)
9
In e na ional Jou nal o Men al Heal h and Addic ion
On he o he hand, pa en al suppo was iden i ied as a p o ec i e ac o (She e al.,
2022; Yang e al., 2021), while pa en al p essu e was associa ed wi h inc eased IGD
symp oms (Kaymakci e al. 2022). Since pa en al suppo os e s a secu e emo ional
en i onmen ha may educe he need o escapism, p e en ion e o s should empha‑
size he p omo ion o posi i e pa en –child ela ionships h ough open communica ion
and emo ional a ailabili y.
In his ega d, heal hy pa en al‑ ilial ela ionships ha e been ela ed o a lowe le el
o ideo game addic ion (Cuong e al., 2022; Gan e al., 2022; She e al., 2022; Wang,
2022; Wa bu on e al., 2022; Yang e al., 2021), whe eas pa en ‑adolescen con lic was
posi i ely linked o pa hological gaming (Liang e al., 2023). P e ious li e a u e has
ound ha low pa en al closeness, inc eased amily con lic , and impai ed amily ela‑
ionship we e associa ed wi h gaming addic ion (Bussone e al., 2020; Rojas‑Ja a e al.,
2022; Sugaya e al., 2019).
Likewise, amily unc ioning comp ises a ious aspec s o ela ionships, communica‑
ion and amily clima e. Howe e , he di e en concep ualiza ions o his e m make i
di icul o in e p e he li e a u e as a whole (B andho s e al., 2022). S ill, all a icles
ag eed on he exis ence o an associa ion be ween poo amily unc ion and IGD (Gan
e al., 2022; I mak & E doğan,2019; Wa be g e al., 2019a, 2019b). In he case o he
s ydy by Gan e al. (2022) only adolescen gi ls we e di ec ly a ec ed by his cons uc .
Rega ding amily communica ion, he a iable a ec ‑communica ion was also ound o
be highly ele an in he dec ease o symp oma ology (Es e e e al., 2022; Rod íguez‑
Ruíz e al.,2023).
Al hough Coşa e al. (2022) me a‑analysis ound no signi ican ela ionships be ween
pa en al con lic and ideo game addic ion due o he sca ci y o s udies, ecen esea ch
suppo s a s ong link (Wang, 2022; Wang e al., 2023a, 2023b), highligh ing he impo ‑
ance o con inued esea ch in his a ea.
When di e en ia ing be ween beha io al and psychological con ol (González‑Cáma a
e al., 2019), he indings align wi h p e ious li e a u e (Rojas‑Ja a e al., 2022; Sugaya
e al., 2019). While psychological con ol —such as guil induc ion and excessi e c i i‑
cism— was posi i ely co ela ed wi h IGD (She e al., 2022; Yang e al., 2021), beha ‑
io al con ol s a egies, including pa en al supe ision and ule‑se ing, we e nega i ely
co ela ed (Gan e al., 2022; Kaya & Paza cıkcı, 2023; Koc e al., 2022; Wu e al., 2020),
excep o he s udies by Wa bu on e al. (2022) and Es e e e al. (2022). Howe e , in Koc
e al. (2022) s udy, many mo he s o adolescen s wi h IGD epo ed being he only ones
en o cing ules, sugges ing ha inconsis en egula ion wi hin amilies may con ibu e o
inc eased IGD isk (B andho s e al., 2022). Many pa en ing guides emphasize con ol,
ules, and es ic ions (B andho s e al., 2022; Rosales‑Na a o e al., 2024), as such, i is
impo an o p omo e a s uc u ed bu lexible app oach o ule‑se ing, ensu ing consis ‑
ency be ween ca egi e s.
In addi ion, pa en al knowledge o adolescen ac i i ies was nega i ely associa ed wi h
IGD (Liang e al., 2021), suppo ing he esul s o B andho s e al. (2022). Ne e heless,
he e ec i eness o pa en al moni o ing may depend on he adolescen ’s willingness o dis‑
close in o ma ion. Excessi e p essu e o ob ain such in o ma ion could ha e coun e p o‑
duc i e e ec s (B andho s e al., 2022), so us ‑based communica ion be ween pa en s
and adolescen s should be encou aged a he han ocusing solely on pa en al con ol.
Following he indings o Coşa e al. (2022), esou ce es ic ion was associa ed wi h
ideo game addic ion, al hough in his e iew only wi h es ic ion by he mo he (Rod‑
íguez‑Ruíz e al.,2023). This may be ela ed o he uns uc u ed no ms in amilies o ado‑
lescen s wi h IGD.
In e na ional Jou nal o Men al Heal h and Addic ion
Rega ding pa en ing app oaches, he democ a ic s yle has been conside ed he mos
bene icial (González‑Cáma a e al., 2019), showing lowe sco es in ideo game addic ion
in his e iew (Dou e al., 2022; Geniş & Ayaz‑Alkaya, 2023; Jeong e al., 2021). In con‑
as , in usi e p ac ices ha in e e e wi h au onomy we e signi ican ly associa ed wi h
ideo game addic ion (Chung e al., 2023; Coşa e al., 2022; Li e al., 2022; Koc e al.,
2022). The e o e, he linkage o o e p o ec i e (Chen e al., 2020; Li e al., 2022) and
au ho i a ian (Cheng, 2019) s yles wi h IGD is consis en . Mo eo e , adolescen s aised
in pe missi e households ha e shown a g ea e likelihood o de eloping IGD (Ma ei &
Enea, 2020), a end ha may be exace ba ed by he no maliza ion o un es ic ed gaming
wi hin amilies (Rojas‑Ja a e al., 2022).
Neglec ul p ac ices ha e also been associa ed wi h inc eased isk (Bussone e al.,
2020; Coşa e al., 2022). Pa en al ejec ion and i s negligen a i ude we e associa ed wi h
inc eased ideo game addic ion (Chen e al., 2020; Gan e al., 2023; Geniş & Ayaz‑Alkaya,
2023; Rod íguez‑Ruíz e al.,2023; Xie e al., 2021; Zhu & Chen, 2021). In his ega d,
pa en al phubbing, which ep esen s a o m o digi al neglec (Shen e al., 2022), has shown
a di ec e ec on IGD symp oms (Shen e al., 2022; Xie e al., 2021). Howe e , o he s ud‑
ies ound no ela ionship be ween pa en ing s yles and ideo game addic ion (Chung e al.,
2023; Koc e al., 2022).
Rega ding he o he dimension o pa en ing s yles, in he s udy by Chen e al. (2020)
low pa en al wa m h was ela ed o IGD in adolescen s, al hough o he s udies only ound a
ela ionship wi h one o he wo pa en s (Chung e al., 2023; Rod íguez‑Ruíz e al., 2023).
Only he s udy by Wa bu on e al. (2022) s udied a achmen s yles, inding secu e
a achmen as a p o ec i e ac o . This a achmen s yle is ela ed o a iables such as pa en‑
al ca e and accep ance (González‑Cáma a e al., 2019) ha we e also ela ed o lowe le ‑
els o addic ion (Chung e al., 2023; Li e al., 2022).
Finally, pa en al heal h has become an inc easingly impo an ac o in ecen yea s.
Un il now, i had been iden i ied ha pa en al emo ional well‑being p oblems could be an
impo an isk ac o (Sugaya e al., 2019). This e iew speci ically ound a ela ionship
be ween pa en al anxie y, loneliness and dep ession and ideo game addic ion (Koc e al.,
2022; Mun, 2022; Mun & Lee, 2022; Wa be g e al., 2019a, 2019b), wi h he excep ion o
he s udy by Koc e al., (2022). Tha is why in e en ions should inco po a e suppo o
pa en s’ men al heal h, ecognizing ha imp o ing pa en al emo ional s abili y may ha e
posi i e e ec s on bo h he amily and adolescen s.
Limi a ions andS eng hs
Mos o he selec ed s udies we e o a e age quali y and showe a g ea di e si y in he
concep ualiza ion o a iables, bo h in scales and de ini ions. Some a icles used ad hoc
measu emen ools, while o he s did no speci y he scales employed. Addi ionally, some
s udies ailed o epo he a e age age o pa icipan s. Al hough he gende dis ibu ion
was gene ally equi able, i dec eased when analyzing ideo game addic ion, and ew s ud‑
ies e alua ed he esul s by gende . Mo eo e , many s udies did no speci y whe he pa en‑
al beha iou s we e assessed sepa a ely o a he s and mo he , limi ing he in eg a ion o a
gende pe spec i e in o he indings.
A signi ican me hodological limi a ion is ha mos o he s udies we e c oss‑sec ional,
es ic ing he abili y o s ablish casual ela ionships be ween pa en al beha io s and IGD.
Ano he key conce n is ha a la ge p opo ion o s udies we e conduc ed in Asian coun‑
ies. This aises ques ions ega ding he in luence o cul u al alues on pa en al p ac ices
In e na ional Jou nal o Men al Heal h and Addic ion
and hei associa ion wi h IGD. Fu he esea ch in di e se cul u al con ex s may be
conduc ed o de e mine whe he hese ela ionships hold ac oss di e en sociocul u al
backg ounds.
Among he limi a ions o he e iew i sel , i s quali a i e na u e s ands ou . Addi ion‑
ally, he li e a u e sea ch was ca ied ou exclusi ely in English and many o he associa‑
ions we e based on a small numbe o s udies, which limi s he obus ness o some conclu‑
sions. Las ly, wo s udies we e excluded due o he inabili y o access hei ull ex .
Despi e hese limi a ions, his e iew o e s aluable insigh s o p e en ion and clinical
p ac ice. The sys ema iza ion o he de eloped p ocess and he ad ances achie ed in he
li e a u e s and ou . Pa en al beha io s associa ed wi h in e ne gaming diso de desc ibed
he e may help p o essionals iden i y a ‑ isk adolescen s and de elop a ge ed p e en i e
and educa ional p og ams o adolescen s and amilies.
Fu u e Resea ch Di ec ions
Fu u e s udies should p io i ize longi udinal designs o be e unde s and how pa en al
beha io s in luence IGD o e ime. Addi ionally, esea ch should explo e cul u al di e ‑
ences in pa en al ac o s and hei impac on adolescen gaming beha io s o imp o e he
gene alizabili y o indings. The inclusion o a gende ‑sensi i e app oach is also essen‑
ial, as di e ences in ma e nal and pa e nal pa en ing p ac ices, as well as he dis inc ions
be ween emale and male game s, emain insu icien ly explo ed. Finally, u u e s ud‑
ies should emphasize he use o s anda dized assessmen ools o enhance compa abili y
ac oss s udies and s eng hen he obus ness o indings.
Conclusions
Cu en esea ch highligh s he impo ance o conside ing he amily en i onmen in he
de elopmen and managemen o in e ne gaming diso de in adolescence. Bo h p e en i e
p og ams and he apeu ic in e en ions should in eg a e his dimension o enhance hei
e ec i eness. The indings o his e iew p o ide a amewo k o u u e esea ch aimed a
iden i ying p o ec i e and isk ac o s, emphasizing he cen al oles o pa en al beha io s.
Gi en hei di ec in luence on IGD, hese indings suppo he need o a comp ehensi e
clinical app oach ha ac i ely in ol es he en i e amily in he p e en ion and ea men o
ideo game addic ion in adolescen s.
Funding Funding o open access publishing: Uni e sidad de Se illa/CBUA.
Decla a ions
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In e na ional Jou nal o Men al Heal h and Addic ion
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