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BACKGROUND: Previous regression-based studies have successfully identified the predictive role of gaming motivation (GM), self-control, self-esteem, and mental health in Internet gaming disorder (IGD). However, it remains uncertain how these predictive factors interact and collectively influence IGD, particularly in different cultural contexts. To address this issue, this study employed regression tree analysis (RTA) to determine user subgroups of different types of IGD based on the combined effects of gaming motivation and self-control, self-esteem, and mental health. Moreover, it compared differences between China and Japan.METHODS: Questionnaires were administered online to 210 Japanese university students and 178 Chinese university students.RESULTS: Our RTA revealed that Internet use time did not effectively predict IGD. Introjected regulation motivation, self-control, and poor mental health were the most important shared predictors for both Chinese and Japanese groups. Other important predictors for the Japanese group included escapism motivation and destruction motivation, while for the Chinese group, they included self-esteem, identity motivation, and gaming competence motivation.CONCLUSIONS: Distinct user subgroups of different types of IGD were successfully identified by RTA. The predictive factors for IGD differ between the Chinese and Japanese groups, suggesting the potential for targeted intervention measures tailored to specific populations.
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Zhou et al. (2025) studied this question.
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