According to a report from the China Internet Network Information Centre (2019), the number of Chinese online gaming users has increased from 55.1% (391 million out of 710 million online users) in June 2016 to 57.8% (494 million out of 854 million online users) in June 2019. Additionally, the number of smartphone gaming users has increased from 46.1% (302 million out of 656 million smartphone users) in June 2016 to 55.2% (468 million out of 847 million smartphone users) in June 2019. Consequently, smartphone gaming has become an increasingly ubiquitous phenomenon among Chinese university students (Zhang, Ye & Huang, 2019; Niu & Gao, 2018).
The primary aim of online gaming is for leisure and recreation accompanied by motivations associated with achievement, social, and immersion factors (Yee, 2006). However, among excessive gamers, the activity can become problematic gaming and result in ‘gaming disorder’ (GD) for a minority of individuals (King et al., 2019; King et al., 2020; Wichstrøm et al., 2019; Scerri et al., 2019; Throuvala et al., 2019). The World Health Organization (WHO) has now formally recognized GD as one of behavioral addictions in the eleventh revision of the International Classification of Diseases (ICD-11; WHO, 2019). The move is similar to that of the American Psychiatric Association who proposed ‘internet gaming disorder’ (IGD) as a tentative condition worthy of further study in the latest (fifth) version of Diagnostic and Statistical Manual of Mental Disorders (DSM-5) (American Psychiatric Association, 2013). GD is characterized by a pattern of persistent or recurrent gaming behavior (digital gaming or videogame playing), which may be online or offline. GD results in impaired control, priority given to gaming, continuation or escalation of gaming as well as significant function impairment (i.e., personal, family, social, education, and occupation).
Gaming disorder (often referred to as ‘gaming addiction’) has become a topic of increasing research interest (Griffiths, Kuss, & King, 2012). Although the DSM-5 claimed that internet use disorder and internet gaming disorder were the same, Griffiths and Pontes (2014) argued that they were two different constructs and was empirically shown to be the case in a large nationally representative study of Hungarian adolescents (Király et al., 2014). Brand et al. (2019, 2016, 2014) proposed the Interaction of Person-Affect-Cognition-Execution (I-PACE) model to explain all kinds of addictive behaviors, including gaming disorder and gambling disorder. The revised multidimensional model refers to factors that may increase a player’s risk of developing GD including an individual’s core characteristics, perception of external and internal triggers, and gratification/compensation in early and later stages of addictive processes (Brand et al., 2019).
Some studies have reported that GD is associated with individual attachment, which may comprise maladaptive cognitions, including overvaluing gaming rewards and overly relying on gaming for self-worth and identity (Allison et al., 2006; Beard & Wickham, 2016; King & Delfabbro, 2016). The specific types or different characteristics of games may heighten player enjoyment as well as gaming time, and can be associated with problematic gaming or GD (Griffiths & Nuyens, 2017; Kim et al., 2010; King, Delfabbro, & Griffiths, 2010, 2011; King et al., 2019; Laconi, Piron, & Chabrol, 2017; Westwood & Griffiths, 2010; Wood et al., 2004). Moreover, individual demographic differences (e.g., sex, age) (Andreassen et al., 2016; Durkee et al., 2012; Hawi, Samaha, & Griffiths, 2018; Tejeiro et al., 2012; Kuss & Griffiths, 2012), psychological features (e.g., personality, psychopathological symptoms) (Billieux et al., 2015; Bonnaire & Baptista, 2019; Braun et al., 2016; Gervasi et al., 2017; Mehroof & Griffiths, 2010; Rho et al., 2018; Şalvarlı & Griffiths, 2019; Schimmenti et al., 2017; Wang et al., 2017) as well as neurobiological nature (Argyrious, Davison, & Lee, 2017; Decker & Gay, 2011; Ko et al., 2009, 2017; Pawlikowski & Brand, 2011; Schiebener & Brand, 2017; Weinstein et al., 2016) may be considered as risk factors for GD.
In recent years, the concept of ‘fear of missing out’ (FoMO) has become widespread in the context of social media use (Przybylski et al., 2013; Alt, 2017). FoMO has been defined as “a pervasive apprehension that others might be having rewarding experiences from which one is absent” (Przybylski et al., 2013, p. 1841). FoMO is also regarded as a dispositional trait based on it being a relatively stable individual characteristic (i.e., trait-FoMO), as well as being important in the context of using internet-communication applications (i.e., state-FoMO) (Wegmann et al., 2017). Therefore, FoMO may be a more complex phenomenon that reflects a specific cognition in terms of the fear of missing out on something that occurs online as well as a specific personal predisposition.
Some scholars have asserted that FoMO is associated with personality traits (Stead & Bibby, 2017; Alt & Boniel-Nissim, 2018), psychological need satisfaction (Przybylski et al., 2013; Oberst et al., 2017; Xie et al., 2018), and social media use (Andreassen et al., 2016; Primack et al., 2017; Błachnio & Przepiórka, 2018). Additionally, some studies have reported that FoMO may be a predictor of smartphone addiction/problematic smartphone use (PSU), social networking site (SNS) addiction, problematic internet use (PIU), and Facebook addiction (Elhai et al., 2020; Dempsey et al., 2019; Long et al., 2019; Wang et al., 2019; Tunc-Aksan & Akbay, 2019; Alt & Boniel-Nissim, 2018; Pontes, Taylor, & Stavropoulos, 2018). Moreover, FoMO may mediate the relationship between social identity and online game addiction (Duman & Ozkara, 2019). FoMO may also be used as an impulsive tool in marketing and communication activities aimed at increasing impulsive consumption (Aydin et al., 2019).
Impulsivity is associated with a variety of features such as carelessness, impatience, seeking excitement, taking risks, and lack of deep thinking (Savci, & Aysan, 2015; Chamberlain, & Sahakian, 2007). Loss of control (i.e., diminished impulse control) is central in problematic mobile phone use (Billieux, 2012) as well as a key component of all kinds of addictive behaviors (Weafer, Mitchell, & de Wit, 2014; Cao et al., 2007; Canale et al., 2015). In addition, impulsivity has been found as one of the most predictive personality factors of IGD/GD, especially in adolescent and emerging adult populations (Argyriou, Davison, & Lee, 2017; Bargeron & Hormes, 2017; Gonzeses-Bueso et al, 2018; Hu et al., 2017; Kim et al., 2017; Paulus et al, 2018; Şalvarlı & Griffiths, 2019). Self-determination theory and recent studies have suggested that poor self-control (i.e., impulsivity, deficits in the ability to regulate emotion and behaviors) may be one mechanism by which daily need frustration is associated with IGD symptoms (Allen & Anderson, 2018; Mills, Milyavskaya, Mettler, & Heath, 2018). Mills and Allen (2020) have reported that daily need frustration on GD may be mediated via impaired self-control.
Adolescents with problematic internet use spend excessive amounts of time online and fail to manage their time efficiently (Alt & Boniel-Nissim, 2018) as well as having more health-related problems and poor school performance (Gentile, 2009). Online gamers who play to escape real society also spend more time within the virtual environment (Kaczmarek & Drążkowski, 2014). Some scholars have asserted that gaming time is a significant predictor of IGD/GD (Laconi, Piron, & Chabrol, 2017; Kuss, Louws, & Wiers, 2012; Kaczmarek & Dr zmareki, 2014) although gaming excessively is not necessarily problematic for some individuals (Griffiths, 2010). ICD-11 described characteristics of GD, including ‘increasing priority given to gaming to the extent that gaming takes precedence over other life interests and daily activities’.
Problematic social network site (SNS) users and gamers commonly have social anxiety (e.g., FoMO), which indicates that it is possible for FoMO to have an effect on gaming players (Duman & Ozkara, 2019), a finding that was first reported by Griffiths (2000) over 20 years ago. To escape from social anxiety and avoid FoMO, gamers may lose control and invest more time in gaming, which in turn may cause GD. Therefore, the present study examined the association among trait-FoMO/state-FoMO, impulsivity, gaming time, and GD. It was hypothesized that (i) impulsivity, gaming time, and GD would be associated with trait-FoMO; (ii) impulsivity, gaming time, and GD would be associated with state-FoMO; (iii) impulsivity and gaming time would mediate the association between trait-FoMO and GD; and (iv) impulsivity and gaming time would mediate the association between state-FoMO and GD.