Answers are grounded in this paper and cite their sources.
Objective Problematic online gaming has emerged as a growing concern among young adults, often linked to reduced well-being and increased mental health problems. This study aimed to investigate whether depression, anxiety, and stress mediate the relationship between life satisfaction and problematic online gaming among young adults. Method A total of 336 Turkish students participated in this cross-sectional study by completing self-reported measures of life satisfaction, depression, anxiety, stress, and problematic online gaming via an online survey. Results Results indicate that lower life satisfaction related to higher levels of stress and depression, which in turn increase problematic online gaming behaviors. In contrast, anxiety did not have a significant mediating role, since its confidence interval included zero. Conclusions In conclusion, both direct and indirect associations were found between lower life satisfaction and problematic online gaming, through stress and depression. Anxiety was not found to have a significant mediating effect in this relationship. These findings suggest that interventions aimed at enhancing life satisfaction and reducing psychological suffering could help to prevent such behavior.
No takes yet. Share an insight, caveat, or question.
Bekir et al. (2026) studied this question.
Synapse has enriched 10 related papers. Consider them for comparative context: