Exploring gaming addiction: Associations with impulsivity, FoMO, and gaming habits


Güdek B., Bahcekapili E.

CURRENT PSYCHOLOGY, cilt.45, sa.19, 2026 (SSCI, Scopus)

  • Yayın Türü: Makale / Tam Makale
  • Cilt numarası: 45 Sayı: 19
  • Basım Tarihi: 2026
  • Doi Numarası: 10.1007/s12144-026-10107-7
  • Dergi Adı: CURRENT PSYCHOLOGY
  • Derginin Tarandığı İndeksler: Social Sciences Citation Index (SSCI), Scopus, IBZ Online, BIOSIS, Psycinfo, Biomedical Reference Collection: Corporate Edition (EBSCO), Business Source Ultimate (EBSCO), Health Research Premium Collection (ProQuest), Sociology Source Ultimate (EBSCO)
  • Karadeniz Teknik Üniversitesi Adresli: Evet

Özet

Gaming addiction is a behavioral concern associated with psychological and social challenges, particularly among young adults. This cross-sectional study examined direct and indirect relationships among Fear of Missing Out (FoMO), impulsivity, gaming duration, number of games played, and gaming addiction within a structural model. Data were initially collected from 386 participants aged 17-33 in Turkiye; after screening, 238 valid responses (M = 20.34, SD = 2.14; 44.1% female, 54.2% male) were retained. Participants completed the Game Addiction Scale (GAS), Barratt Impulsiveness Scale-Short Form (BIS-11-SF), and FoMO Scale. Path analysis showed that impulsivity (beta = 0.25, p < .001), gaming duration (beta = 0.26, p < .001), and number of games played (beta = 0.16, p = .010) were significantly and positively associated with gaming addiction. The direct association between FoMO and gaming addiction was not significant (beta = 0.09, p = .113), whereas FoMO showed a significant indirect association with gaming addiction through impulsivity (beta = 0.06, 95% confidence interval [0.018, 0.112]). The number of games played showed a significant indirect association with gaming addiction through gaming duration (beta = 0.10, 95% confidence interval [0.038, 0.158]). The model explained 21% of the variance in gaming addiction and showed generally acceptable fit. These findings highlight the interplay among gaming addiction, self-regulatory traits, and gaming habits, while the cross-sectional design limits causal inference.