Unraveling the antecedents of Internet gaming disorder and mind-wandering as an outcome in MOBA youth players
The exponentially growing game genre - multiplayer online battle arena (MOBA) is propelled into the gaming culture. Employing the Interaction-Person-Affect-Cognition-Execution (I-PACE) model, this study examines the (1) predictive effects of impulsivity on IGD; (2) IGD on mind-wandering, (3) simple...
Saved in:
| Main Authors: | , , , , , |
|---|---|
| Format: | Article |
| Language: | English |
| Published: |
Taylor & Francis Group
2025-12-01
|
| Series: | Cogent Psychology |
| Subjects: | |
| Online Access: | https://www.tandfonline.com/doi/10.1080/23311908.2025.2475583 |
| Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
| _version_ | 1849762967215669248 |
|---|---|
| author | Soo Ting T’ng Khee Hoong Ho Wen Sam Leong Poh Chua Siah Kai Yee Hon Nurul Iman Abdul Jalil |
| author_facet | Soo Ting T’ng Khee Hoong Ho Wen Sam Leong Poh Chua Siah Kai Yee Hon Nurul Iman Abdul Jalil |
| author_sort | Soo Ting T’ng |
| collection | DOAJ |
| description | The exponentially growing game genre - multiplayer online battle arena (MOBA) is propelled into the gaming culture. Employing the Interaction-Person-Affect-Cognition-Execution (I-PACE) model, this study examines the (1) predictive effects of impulsivity on IGD; (2) IGD on mind-wandering, (3) simple mediating effects of in-game satisfaction and self-control on impulsivity and IGD respectively, (4) sequential mediating effects (i.e., self-control, in-game satisfaction, IGD) on impulsivity and mind-wandering. 710 youth are included in the final analyses of this cross-sectional online survey study. The findings show that impulsivity predicts IGD positively. IGD is also a positive predictor of mind-wandering. In the simple mediation analyses, in-game satisfaction is not a significant mediator, whereas self-control is a significant mediator for impulsivity and IGD. Both self-control and in-game satisfaction sequentially mediate impulsivity and IGD. Lastly, the indirect effect between impulsivity and mind-wandering with three sequential mediators (i.e., self-control, in-game satisfaction, and IGD) is significant. A total of 41.9% variances of IGD (a large R2 effect size) and 22.2% variances of mind-wandering (a moderate R2 effect size) were explained. Future prevention and intervention should highlight the importance of individuals being empowered to navigate the gaming environment with a well-balanced and resilient mindset, fostering a healthier connection with online gaming. |
| format | Article |
| id | doaj-art-fd3d01f7aefb43abad6215480a35f565 |
| institution | DOAJ |
| issn | 2331-1908 |
| language | English |
| publishDate | 2025-12-01 |
| publisher | Taylor & Francis Group |
| record_format | Article |
| series | Cogent Psychology |
| spelling | doaj-art-fd3d01f7aefb43abad6215480a35f5652025-08-20T03:05:34ZengTaylor & Francis GroupCogent Psychology2331-19082025-12-0112110.1080/23311908.2025.2475583Unraveling the antecedents of Internet gaming disorder and mind-wandering as an outcome in MOBA youth playersSoo Ting T’ng0Khee Hoong Ho1Wen Sam Leong2Poh Chua Siah3Kai Yee Hon4Nurul Iman Abdul Jalil5Department of Psychology and Counselling, Faculty of Arts and Social Science (FAS), Universiti Tunku Abdul Rahman (UTAR), Jalan Universiti, Kampar, Perak, MalaysiaDepartment of Psychology and Counselling, Faculty of Arts and Social Science (FAS), Universiti Tunku Abdul Rahman (UTAR), Jalan Universiti, Kampar, Perak, MalaysiaDepartment of Psychology and Counselling, Faculty of Arts and Social Science (FAS), Universiti Tunku Abdul Rahman (UTAR), Jalan Universiti, Kampar, Perak, MalaysiaDepartment of Psychology and Counselling, Faculty of Arts and Social Science (FAS), Universiti Tunku Abdul Rahman (UTAR), Jalan Universiti, Kampar, Perak, MalaysiaFaculty of Psychology and Education, Universiti Malaysia Sabah (UMS), Kota Kinabalu, Sabah, MalaysiaDepartment of Psychology and Counselling, Faculty of Arts and Social Science (FAS), Universiti Tunku Abdul Rahman (UTAR), Jalan Universiti, Kampar, Perak, MalaysiaThe exponentially growing game genre - multiplayer online battle arena (MOBA) is propelled into the gaming culture. Employing the Interaction-Person-Affect-Cognition-Execution (I-PACE) model, this study examines the (1) predictive effects of impulsivity on IGD; (2) IGD on mind-wandering, (3) simple mediating effects of in-game satisfaction and self-control on impulsivity and IGD respectively, (4) sequential mediating effects (i.e., self-control, in-game satisfaction, IGD) on impulsivity and mind-wandering. 710 youth are included in the final analyses of this cross-sectional online survey study. The findings show that impulsivity predicts IGD positively. IGD is also a positive predictor of mind-wandering. In the simple mediation analyses, in-game satisfaction is not a significant mediator, whereas self-control is a significant mediator for impulsivity and IGD. Both self-control and in-game satisfaction sequentially mediate impulsivity and IGD. Lastly, the indirect effect between impulsivity and mind-wandering with three sequential mediators (i.e., self-control, in-game satisfaction, and IGD) is significant. A total of 41.9% variances of IGD (a large R2 effect size) and 22.2% variances of mind-wandering (a moderate R2 effect size) were explained. Future prevention and intervention should highlight the importance of individuals being empowered to navigate the gaming environment with a well-balanced and resilient mindset, fostering a healthier connection with online gaming.https://www.tandfonline.com/doi/10.1080/23311908.2025.2475583MOBA genreimpulsivityself-controlin-game satisfactionIGDmind-wandering |
| spellingShingle | Soo Ting T’ng Khee Hoong Ho Wen Sam Leong Poh Chua Siah Kai Yee Hon Nurul Iman Abdul Jalil Unraveling the antecedents of Internet gaming disorder and mind-wandering as an outcome in MOBA youth players Cogent Psychology MOBA genre impulsivity self-control in-game satisfaction IGD mind-wandering |
| title | Unraveling the antecedents of Internet gaming disorder and mind-wandering as an outcome in MOBA youth players |
| title_full | Unraveling the antecedents of Internet gaming disorder and mind-wandering as an outcome in MOBA youth players |
| title_fullStr | Unraveling the antecedents of Internet gaming disorder and mind-wandering as an outcome in MOBA youth players |
| title_full_unstemmed | Unraveling the antecedents of Internet gaming disorder and mind-wandering as an outcome in MOBA youth players |
| title_short | Unraveling the antecedents of Internet gaming disorder and mind-wandering as an outcome in MOBA youth players |
| title_sort | unraveling the antecedents of internet gaming disorder and mind wandering as an outcome in moba youth players |
| topic | MOBA genre impulsivity self-control in-game satisfaction IGD mind-wandering |
| url | https://www.tandfonline.com/doi/10.1080/23311908.2025.2475583 |
| work_keys_str_mv | AT sootingtng unravelingtheantecedentsofinternetgamingdisorderandmindwanderingasanoutcomeinmobayouthplayers AT kheehoongho unravelingtheantecedentsofinternetgamingdisorderandmindwanderingasanoutcomeinmobayouthplayers AT wensamleong unravelingtheantecedentsofinternetgamingdisorderandmindwanderingasanoutcomeinmobayouthplayers AT pohchuasiah unravelingtheantecedentsofinternetgamingdisorderandmindwanderingasanoutcomeinmobayouthplayers AT kaiyeehon unravelingtheantecedentsofinternetgamingdisorderandmindwanderingasanoutcomeinmobayouthplayers AT nurulimanabduljalil unravelingtheantecedentsofinternetgamingdisorderandmindwanderingasanoutcomeinmobayouthplayers |