The characteristics of online gaming behaviors and psychosocial problems among Japanese adolescents: Classification of gamers by latent profile analysis
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Aims This study aimed to investigate the prevalence and psychosocial correlates of gaming disorder (GD) symptoms among Japanese adolescents. It also sought to distinguish subtypes of gamers based on gaming behavior, depressive symptoms, and social dysfunction using latent profile analysis (LPA).Design A large-scale cross-sectional survey was conducted via an online questionnaire.Setting Participants were recruited through a nationwide online panel in Japan between July and August 2022.Participants A total of 9,699 adolescents aged 12–18 years (3,113 males and 6,586 females) participated. Both gamers and non-gamers were included in the study. After excluding outliers based on financial variables, the final analytic sample was retained.Measurements Participants completed the Gaming Addiction Scale (GAS-7), Patient Health Questionnaire for Adolescents (PHQ-A), and five custom-developed items assessing game-related social dysfunction. Additional variables included gaming time, in-game purchases, and demographic factors.Findings Approximately 21.6% of adolescents met the criteria for probable GD. Correlation analyses showed that gaming time, depression, and social dysfunction were significantly associated with GD symptoms. LPA among 8,015 gamers revealed eight distinct profiles ranging from low-risk, psychosocially healthy gamers to high-risk groups with elevated GD symptoms, depressive symptoms, and functional impairment. Notably, some adolescents exhibited moderate gaming durations without adverse psychosocial consequences, suggesting adaptive gaming behaviors.Conclusions The findings provide essential normative data on adolescent gaming in Japan and highlight the heterogeneity of gaming behaviors and psychosocial outcomes. Identification of gamer subtypes may inform targeted interventions, including harm-reduction approaches that go beyond limiting gaming time. Preventive education and policy should consider the diverse motivations and mental health profiles underlying adolescent gaming behavior.