Abstract
Previous literature has suggested that victimization is linked to low self-esteem and increases the symptoms of gaming disorder. However, little is known about the intra-individual processes, and the temporal dynamics of cyber-victimization, self-esteem, and gaming disorder symptoms. To address this gap, a three-year longitudinal study was performed using data collected at six different time points from 4206 Chinese adolescents (aged 12–17 years; 50.4% boys). Results of random intercept cross-lagged panel models (RI-CLPMs) indicated that at the within-person level, the fluctuation in self-esteem weakly predicted late cyber-victimization, and the fluctuation of cyber-victimization also weakly predicted late self-esteem. Additionally, the current study identified an interactive effect between self-esteem and gaming disorder symptoms at the within-person level. Fluctuations in self-esteem negatively predicted late gaming disorder symptoms, and vice versa. However, when combining the three variables (i.e., cyber-victimization, self-esteem, and gaming disorder symptoms) into one RI-CLPM, the results did not support the mediation of self-esteem in the relationship between cyber-victimization and gaming disorder symptoms at the within-person level. Moreover, fluctuations in self-esteem negatively predicted late gaming disorder symptoms and cyber-victimization at the within-person level in the RI-CLPM. These findings emphasize the protective role of self-esteem developed against cyber-victimization and gaming disorder symptoms among adolescents.
Similar content being viewed by others
References
Allen, J. J., & Anderson, C. A. (2018). Satisfaction and frustration of basic psychological needs in the real world and in video games predict internet gaming disorder scores and well-being. Computers in Human Behavior, 84, 220–229. https://doi.org/10.1016/j.chb.2018.02.034
Álvarez-García, D., Núñez Pérez, J. C., Dobarro González, A., & Rodríguez Pérez, C. (2015). Risk factors associated with cybervictimization in adolescence. International Journal of Clinical and Health Psychology, 15(3), 226–235. https://doi.org/10.1016/j.ijchp.2015.03.002
Ballard, M. E., & Welch, K. M. (2017). Virtual warfare: Cyberbullying and cyber-victimization in MMOG play. Games and Culture, 12(5), 466–491
Bandura, A. (2001). Social cognitive theory: An agentic perspective. Annual Review of Psychology, 52(1), 1–26. https://doi.org/10.1146/annurev.psych.52.1.1
Blasi, M. D., Giardina, A., Giordano, C., Coco, G. L., Tosto, C., Billieux, J., & Schimmenti, A. (2019). Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers. Journal of Behavioral Addictions, 8(1), 25–34. https://doi.org/10.1556/2006.8.2019.02
Blozis, S. A., Ge, X., Xu, S., Natsuaki, M. N., Shaw, D. S., Neiderhiser, J. M., Scaramella, L. V., Leve, L. D., & Reiss, D. (2013). Sensitivity analysis of multiple informant models when data are not missing at random. Structural Equation Modeling, 20(2), 283–298. https://doi.org/10.1080/10705511.2013.769393
Brand, M. (2022). Can internet use become addictive. Science, 376(6595), 798–799. https://doi.org/10.1126/science.abn4189
Brewer, G., & Kerslake, J. (2015). Cyberbullying, self-esteem, empathy and loneliness. Computers in Human Behavior, 48, 255–260. https://doi.org/10.1016/j.chb.2015.01.073
Cénat, J. M., Hébert, M., Blais, M., Lavoie, F., Guerrier, M., & Derivois, D. (2014). Cyberbullying, psychological distress and self-esteem among youth in Quebec schools. Journal of Affective Disorders, 169, 7–9. https://doi.org/10.1016/j.jad.2014.07.019
Cheng, C., Cheung, M. W. L., & Wang, H. Y. (2018). Multinational comparison of internet gaming disorder and psychosocial problems versus well-being: Meta-analysis of 20 countries. Computers in Human Behavior, 88, 153–167. https://doi.org/10.1016/j.chb.2018.06.033
Cheung, G. W., & Rensvold, R. B. (2002). Evaluating goodness-of-fit indexes for testing measurement invariance. Structural Equation Modeling, 9(2), 233–255. https://doi.org/10.1207/S15328007SEM0902_5
Choi, B., & Park, S. (2018). Who becomes a bullying perpetrator after the experience of bullying victimization? The moderating role of self-esteem. Journal of Youth and Adolescence, 47(11), 2414–2423. https://doi.org/10.1007/s10964-018-0913-7
Choi, B., & Park, S. (2021). Bullying perpetration, victimization, and low self-esteem: Examining their relationship over time. Journal of Youth and Adolescence, 50(4), 739–752. https://doi.org/10.1007/s10964-020-01379-8
Curran, P. J., & Bauer, D. J. (2011). The disaggregation of within-person and between-person effects in longitudinal models of change. Annual Review of Psychology, 62, 583–691. https://doi.org/10.1146/annurev.psych.093008.100356
Curran, P. J., Howard, A. L., Bainter, S. A., Lane, S. T., & McGinley, J. S. (2014). The separation of between-person and within-person components of individual change over time: A latent curve model with structured residuals. Journal of Consulting and Clinical Psychology, 82(5), 879–894. https://doi.org/10.1037/a0035297
de Hesselle, L. C., Rozgonjuk, D., Sindermann, C., Pontes, H. M., & Montag, C. (2021). The associations between Big Five personality traits, gaming motives, and self-reported time spent gaming. Personality and Individual Differences, 171, 110483. https://doi.org/10.1016/j.paid.2020.110483
Elgar, F. J., Napoletano, A., Saul, G., Dirks, M. A., Craig, W., Poteat, V. P., Holt, M., & Koenig, B. W. (2014). Cyberbullying victimization and mental health in adolescents and the moderating role of family dinners. JAMA Pediatrics, 168(11), 1015–1022. https://doi.org/10.1001/jamapediatrics.2014.1223
Extremera, N., Quintana-Orts, C., Mérida-López, S., & Rey, L. (2018). Cyberbullying victimization, self-esteem and suicidal ideation in adolescence: Does emotional intelligence play a buffering role. Frontiers in Psychology, 9, 367. https://doi.org/10.3389/fpsyg.2018.00367
Gan, X., Qin, K. N., Xiang, G. X., & Jin, X. (2023). The relationship between parental neglect and cyberbullying perpetration among Chinese adolescents: The sequential role of cyberbullying victimization and internet gaming disorder. Frontiers in Public Health, 11, 1128123. https://doi.org/10.3389/fpubh.2023.1128123
Gentile, D. A., Bailey, K., Bavelier, D., Brockmyer, J. F., Cash, H., Coyne, S. M., Doan, A., Grant, D. S., Green, C. S., Griffiths, M., Markle, T., Petry, N. M., Prot, S., Rae, C. D., Rehbein, F., Rich, M., Sullivan, D., Woolley, E., & Young, K. (2017). Internet gaming disorder in children and adolescents. Pediatrics, 140(2), S81–S85. https://doi.org/10.1542/peds.2016-1758H
Graham, J. W. (2009). Missing data analysis: Making it work in the real world. Annual Review of Psychology, 60(1), 549–576. https://doi.org/10.1146/annurev.psych.58.110405.085530
Griffiths, M. (2005). A ‘components’ model of addiction within a biopsychosocial framework. Journal of Substance Use, 10(4), 191–197. https://doi.org/10.1080/14659890500114359
Hamaker, E. L., Kuiper, R. M., & Grasman, R. P. P. P. (2015). A critique of the cross-lagged panel model. Psychological Methods, 20(1), 102–116. https://doi.org/10.1037/a0038889
Hoffman, L., & Stawski, R. S. (2009). Persons as contexts: Evaluating between-person and within-person effects in longitudinal analysis. Research in Human Development, 6(2-3), 97–120. https://doi.org/10.1080/15427600902911189
Ibrahim, J. G., & Molenberghs, G. (2009). Missing data methods in longitudinal studies: A review. Test, 18(1), 1–43. https://doi.org/10.1007/s11749-009-0138-x
Kardefelt-Winther, D. (2014). The moderating role of psychosocial well-being on the relationship between escapism and excessive online gaming. Computers in Human Behavior, 38, 68–74. https://doi.org/10.1016/j.chb.2014.05.020
Kavanagh, M., Brett, C., & Brignell, C. (2023). What is the reported relationship between self-esteem and gaming disorder? A systematic review and meta-analysis. Computers in Human Behavior, 145, 107776. https://doi.org/10.1016/j.chb.2023.107776
Kim, S., Colwell, S. R., Kata, A., Boyle, M. H., & Georgiades, K. (2018). Cyberbullying victimization and adolescent mental health: Evidence of differential effects by sex and mental health problem type. Journal of Youth and Adolescence, 47(3), 661–672. https://doi.org/10.1007/s10964-017-0678-4
King, D. L., & Delfabbro, P. H. (2014). The cognitive psychology of internet gaming disorder. Clinical Psychology Review, 34(4), 298–308. https://doi.org/10.1016/j.cpr.2014.03.006
Kock, F., Berbekova, A., & Assaf, A. G. (2021). Understanding and managing the threat of common method bias: Detection, prevention and control. Tourism Management, 86, 104330. https://doi.org/10.1016/j.tourman.2021.104330
Kowalski, R. M., Giumetti, G. W., Schroeder, A. N., & Lattanner, M. R. (2014). Bullying in the digital age: A critical review and meta-analysis of cyberbullying research among youth. Psychological Bulletin, 140(4), 1073–1137. https://doi.org/10.1037/a0035618
Lam, L. T., & Li, Y. (2013). The validation of the E-Victimisation Scale (E-VS) and the E-Bullying Scale (E-BS) for adolescents. Computers in Human Behavior, 29(1), 3–7. https://doi.org/10.1016/j.chb.2012.06.021
Li, L., & Zhu, J. (2022). Peer victimization and problematic internet game use among Chinese adolescents: A moderated mediation model of school engagement and grit. Current Psychology, 41(4), 1943–1950. https://doi.org/10.1007/s12144-020-00718-z
Little, R. J., & Rubin, D. B. (2019). Statistical analysis with missing data (Vol. 793). John Wiley & Sons
Lobel, A., Engels, R. C. M. E., Stone, L. L., & Granic, I. (2019). Gaining a competitive edge: Longitudinal associations between children’s competitive video game playing, conduct problems, peer relations, and prosocial behavior. Psychology of Popular Media Culture, 8(1), 76–87. https://doi.org/10.1037/ppm0000159
Montag, C., Schivinski, B., Kannen, C., & Pontes, H. M. (2022). Investigating gaming disorder and individual differences in gaming motives among professional and non-professional gamers: An empirical study. Addictive Behaviors, 134, 107416. https://doi.org/10.1016/j.addbeh.2022.107416
Mulder, J. D., & Hamaker, E. L. (2021). Three extensions of the random intercept cross-lagged panel model. Structural Equation Modeling, 28(4), 638–648. https://doi.org/10.1080/10705511.2020.1784738
Orpinas, P., & Horne, A. M. (2006). Bullying prevention: Creating a positive school climate and developing social competence. American Psychological Association
Orth, U., Clark, D. A., Donnellan, M. B., & Robins, R. W. (2021). Testing prospective effects in longitudinal research: Comparing seven competing cross-lagged models. Journal of Personality and Social Psychology, 120(4), 1013–1034. https://doi.org/10.1037/pspp0000358
Orth, U., Meier, L. L., Bühler, J. L., Dapp, L. C., Krauss, S., Messerli, D., & Robins, R. W. (2022). Effect size guidelines for cross-lagged effects. Psychological Methods. https://doi.org/10.1037/met0000499
Patchin, J. W., & Hinduja, S. (2010). Cyberbullying and self‐esteem. Journal of School Health, 80(12), 614–621. https://doi.org/10.1111/j.1746-1561.2010.00548.x
Pontes, H. M., & Griffiths, M. D. (2015). Measuring DSM-5 internet gaming disorder: Development and validation of a short psychometric scale. Computers in Human Behavior, 45, 137–143. https://doi.org/10.1016/j.chb.2014.12.006
Przybylski, A. K. (2019). Exploring adolescent cyber victimization in mobile games: Preliminary evidence from a British cohort. Cyberpsychology, Behavior, and Social Networking, 22(3), 227–231. https://doi.org/10.1089/cyber.2018.0318
Reed, G. M., First, M. B., Billieux, J., Cloitre, M., Briken, P., Achab, S., Brewin, C. R., King, D. L., Kraus, S. W., & Bryant, R. A. (2022). Emerging experience with selected new categories in the ICD-11: Complex PTSD, prolonged grief disorder, gaming disorder, and compulsive sexual behaviour disorder. World Psychiatry, 21(2), 189–213. https://doi.org/10.1002/wps.20960
Richard, J., Marchica, L., Ivoska, W., & Derevensky, J. (2021). Bullying victimization and problem video gaming: The mediating role of externalizing and internalizing problems. International Journal of Environmental Research and Public Health, 18(4), 1930. https://doi.org/10.3390/ijerph18041930
Richter, A., & Ridout, N. (2011). Self-esteem moderates affective reactions to briefly presented emotional faces. Journal of Research in Personality, 45(3), 328–331. https://doi.org/10.1016/j.jrp.2011.02.008
Rose, C. A., & Tynes, B. M. (2015). Longitudinal associations between cybervictimization and mental health among US adolescents. Journal of Adolescent Health, 57(3), 305–312. https://doi.org/10.1016/j.jadohealth.2015.05.002
Rosenberg, M., Schooler, C., Schoenbach, C., & Rosenberg, F. (1995). Global self-esteem and specific self-esteem: Different concepts, different outcomes. American Sociological Review, 60, 141–156. https://doi.org/10.2307/2096350
Rubin, M., & Hewstone, M. (1998). Social identity theory’s self-esteem hypothesis: A review and some suggestions for clarification. Personality and Social Psychology Review, 2(1), 40–62. https://doi.org/10.1207/s15327957pspr0201_
Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78. https://doi.org/10.1037/0003-066X.55.1.68
Ryan, R. M., & Deci, E. L. (2017). Self-determination theory. Basic psychological needs in motivation, development and wellness. The Guilford Press. https://doi.org/10.1016/S0278-5846(03)00119-2
Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30(4), 344–360. https://doi.org/10.1007/s11031-006-9051-8
Scerri, M., Anderson, A., Stavropoulos, V., & Hu, E. (2019). Need fulfilment and internet gaming disorder: A preliminary integrative model. Addictive Behaviors Reports, 9, 100144. https://doi.org/10.1016/j.abrep.2018.100144
Smith, P. K., Mahdavi, J., Carvalho, M., Fisher, S., Russell, S., & Tippett, N. (2008). Cyberbullying: Its nature and impact in secondary school pupils. Journal of Child Psychology and Psychiatry, 49(4), 376–385. https://doi.org/10.1111/j.1469-7610.2007.01846.x
Sublette, V. A., & Mullan, B. (2012). Consequences of play: A systematic review of the effects of online gaming. International Journal of Mental Health and Addiction, 10(1), 3–23. https://doi.org/10.1007/s11469-010-9304-3
Teng, Z., Pontes, H. M., Nie, Q., Griffiths, M. D., & Guo, C. (2021). Depression and anxiety symptoms associated with internet gaming disorder before and during the COVID-19 pandemic: A longitudinal study. Journal of Behavioral Addictions, 10(1), 169–180. https://doi.org/10.1556/2006.2021.00016
Teng, Z., Pontes, H. M., Nie, Q., Xiang, G., Griffiths, M. D., & Guo, C. (2020). Internet gaming disorder and psychosocial well-being: A longitudinal study of older-aged adolescents and emerging adults. Addictive Behaviors, 110, 106530. https://doi.org/10.1016/j.addbeh.2020.106530
Tian, L. M. (2006). Shortcoming and merits of Chinese version of Rosenberg (1965) self-esteem scale. Psychological Exploration (in Chinese), 26(2), 88–91
Tran, H. G. N., Thai, T. T., Dang, N. T. T., Vo, D. K., & Duong, M. H. T. (2023). Cyber-victimization and its effect on depression in adolescents: A systematic review and meta-analysis. Trauma, Violence, & Abuse, 24(2), 1124–1139. https://doi.org/10.1177/15248380211050597
Tsaousis, I. (2016). The relationship of self-esteem to bullying perpetration and peer victimization among schoolchildren and adolescents: A meta-analytic review. Aggression and Violent Behavior, 31, 186–199. https://doi.org/10.1016/j.avb.2016.09.005
van Geel, M., Goemans, A., Zwaanswijk, W., Gini, G., & Vedder, P. (2018). Does peer victimization predict low self-esteem, or does low self-esteem predict peer victimization? Meta-analyses on longitudinal studies. Developmental Review, 49, 31–40. https://doi.org/10.1016/j.dr.2018.07.001
Wang, J., Chen, Y., & Dai, B. (2021). Self-esteem predicts sensitivity to dynamic changes in emotional expression. Personality and Individual Differences, 173, 110636. https://doi.org/10.1016/j.paid.2021.110636
Wartberg, L., Kriston, L., Zieglmeier, M., Lincoln, T., & Kammerl, R. (2019). A longitudinal study on psychosocial causes and consequences of internet gaming disorder in adolescence. Psychological Medicine, 49(2), 287–294. https://doi.org/10.1017/S003329171800082X
Yang, S. J., Stewart, R., Kim, J. M., Kim, S. W., Shin, I. S., Dewey, M. E., Maskey, S., & Yoon, J. S. (2013). Differences in predictors of traditional and cyber-bullying: A 2-year longitudinal study in Korean school children. European Child & Adolescent Psychiatry, 22(5), 309–318. https://doi.org/10.1007/s00787-012-0374-6
Zhong, M., Huang, X., Huebner, E. S., & Tian, L. (2021). Association between bullying victimization and depressive symptoms in children: The mediating role of self-esteem. Journal of Affective Disorders, 294, 322–328. https://doi.org/10.1016/j.jad.2021.07.016
Acknowledgements
We acknowledge the teachers and research assistants of the study who helped with the data collection and input. We also acknowledge and thank the participants who took this longitudinal project.
Funding
The current study is supported by the National Natural Science Foundation of China (Grant No. 32300887), and Funds for Humanities and Social Sciences, Ministry of Education of China (Grant No. 23YJC190017), and the Chongqing Social Science Foundation (Grant No. 2022YC075).
Data Sharing and DeclarationThe data supporting the current study’s findings are available from the corresponding author upon reasonable request.
Author information
Authors and Affiliations
Contributions
Q.N. conceived the study, collected the data, interpreted the results, drafted and edited the manuscript. M.D.G. interpreted the results, helped to draft the manuscript, and revised and edited the manuscript. Z.T. conceived the study, performed the statistical analysis, interpreted the results, drafted and edited the manuscript. All authors reviewed and approved the final manuscript.
Corresponding author
Ethics declarations
Conflict of Interest
The authors declare no conflict of interest except M.D.G. M.D.G. has received research funding from Norsk Tipping (the gambling operator owned by the Norwegian government). M.D.G. has received funding for a number of research projects in the area of gambling education for young people, social responsibility in gambling and gambling treatment from GambleAware (formerly the Responsibility in Gambling Trust), a charitable body which funds its research program based on donations from the gambling industry. M.D.G. undertakes consultancy for various gambling companies in the area of player protection and social responsibility in gambling.
Ethical Approval
All procedures performed in studies involving human participants were in accordance with the Declaration of Helsinki. The study was approved by the Research Project Ethical Review Application Form, Faculty of Psychology, Southwest University (IRB protocol number: H19008).
Informed Consent
Parental consent and adolescent assent were obtained from all participants included in the study.
Additional information
Publisher’s note Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.
Supplementary information
Rights and permissions
Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law.
About this article
Cite this article
Nie, Q., Griffiths, M.D. & Teng, Z. The Role of Self-Esteem in Protecting Against Cyber-Victimization and Gaming Disorder Symptoms Among Adolescents: A Temporal Dynamics Analysis. J. Youth Adolescence 53, 863–876 (2024). https://doi.org/10.1007/s10964-023-01890-8
Received:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s10964-023-01890-8