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Vol.:(0123456789) International Journal of Mental Health and Addiction https://doi.org/10.1007/s11469-025-01473-7 REVIEW Parental Behaviors andVideo Game Addiction inAdolescents: ASystematic Review CarmenRosales‑Navarro1 · InmaculadaTorresPérez1 © The Author(s) 2025 Abstract Despite the popularity and benefits of video games, concerns have arisen in different areas, especially in the addictive aspect. Previous literature highlights family behaviors as rel‑ evant factors. The objective of this review was toupdate the relationship between parental behaviors and video game addiction in adolescents, identifying relevant behaviors for its prevention and treatment, analyzing the factors involved, recognizing their cyclicality. 37 articles with 56 records were selected through a bibliographic search in Web of Science, Scopus and PsycInfo. Previously established associations were identified (abuse, support, knowledge, control, attachment and parenting styles, family functioning, parent–child rela‑ tionship and mental health) along with new related factors (attitude towards video games, parental phubbing, parental conflicts, pressure) that could contribute to the prevention and treatment of this problem. The family environment is key to managing and preventing internet gaming disorder in adolescents. Keywords Parents· Behavioral addictions· Video game addiction· IGD· Internet gaming disorder Video games are one of the most popular forms of entertainment in today’s society (Şalvarlı & Griffiths, 2022). The increasing adoption of this form of leisure is evident in the numbers: in just six years, the number of computer gamers has increased from 1.8 bil‑ lion to 2 billion (Vuong etal., 2021). These interactive applications allow virtual environment immersion where one can face challenges (Mills etal., 2016). This form of entertainment has also been recognized as a valuable tool in education, healthcare, military training, disaster management, marketing, corporate management, and tourism (Bihari & Pattanaik, 2023). In addition, they provide cognitive and perceptual benefits, such as improvements in cognitive skills, motivation, and social functioning (Granic etal., 2014). * Carmen Rosales‑Navarro carrosna[email protected]; carmenrosana[email protected] Inmaculada Torres Pérez mtor[email protected] 1 Department ofPersonality, Psychological Evaluation andTreatment, University ofSeville, Seville, Spain
International Journal of Mental Health and Addiction Despite their popularity and benefits, video games have also raised significant concerns in different areas. Recent research has highlighted possible negative effects, such as addic‑ tion, aggressive behavior, and sedentary lifestyle (Bonnaire etal., 2019). Video Game Addiction The internet gaming disorder (IGD) inclusion in the Diagnostic and Statistical Manual of Mental Disorders (DSM‑5) and its recognition as a diagnosis in the International Classifi‑ cation of Diseases (ICD‑11) highlight concerns about the mental health impact of exces‑ sive gaming (American Psychiatric Association [APA], 2013; World Health Organization [WHO], 2019). IGD is characterized by frequent gaming that negatively impacts daily functioning, affecting social relationships, family responsibilities, and self‑care (WHO, 2019). Prevalence rates vary by classification criteria: Stevens etal. (2021) report a 3% preva‑ lence, dropping to 1.9% with stricter criteria, while other studies suggest 5% (Limone etal., 2023). Among adolescents, prevalence rises between 1.9% and 5.9% (Sugaya etal., 2019), with higher rates in Asian countries (Stevens etal., 2021). Most gamers are male, with adolescents spending the most time gaming and having the highest addiction rates (Limone etal., 2023; Rojas‑Jara etal., 2022; Stevens etal., 2021; Sugaya etal., 2019). Although addiction rates favor boys by 2.5:1, recent findings indicate a rising trend among girls (Stevens etal., 2021). Adolescent video game addiction has been linked to potential changes in emotional and psychosocial well‑being, including alterations in self‑esteem, life satisfaction, social sup‑ port, as well as symptoms of anxiety and depression. (Limone etal., 2023; Sugaya etal., 2019). Studies report psychological alterations such as emotional instability, changes in personality, mood, diet, sleep patterns, and behavior (Rojas‑Jara etal., 2022; Sugaya etal., 2019). Moreover, cognitive challenges, including attention and memory problems, dysfunctional coping, diminished problem‑solving, and lower academic performance, are common (Limone etal., 2023). Several predictive factors of IGD in adolescents include depression, anxiety, emotional dependence, social withdrawal, and low academic performance (Limone et al., 2023). Additionally, attention deficit hyperactivity disorder (ADHD), impulsivity, aggression, low self‑esteem, poor emotional control, social skills difficulties, and negative coping strategies increase vulnerability to the disorder (Rojas‑Jara etal., 2022). A key feature of video game addiction is the presence of factors that serve as both predictors and outcomes, such as anxiety, social withdrawal, low academic scores. This creates a cycle where anxiety increases problematic gaming, which then intensifies anxi‑ ety, forming a self‑perpetuating loop. This “loop of causality” is central to addiction, as symptoms and adverse consequences reinforce each other, complicating efforts to break the cycle (Limone etal., 2023). Parenting Behaviors Family influence on the onset and persistence of internet gaming disorder in adolescents is subject of study in the scientific literature. This disorder not only affects young people, but also their relatives, especially parents, who may contribute to its development and persis‑ tence (Bonnaire etal., 2019). Diagnosis criteria from both DSM‑5 and ICD‑11 highlight
International Journal of Mental Health and Addiction the close relationship of IGD and family‑related factors (APA, 2013; Brandhorst etal., 2022; WHO, 2019). Family Functioning Despite variations in the definition of family functioning (Brandhorst etal., 2022), there is a significant association with gaming addiction in adolescents. A positive family envi‑ ronment and strong cohesion serve as protectors against compulsive gaming (Brandhorst etal., 2022). Furthermore, parents’ awareness about their children’s activities is inversely related to symptom severity, highlighting the importance of communication in prevention and treatment (Brandhorst etal., 2022). Parent–child Relationship The quality of family interactions plays a crucial role in the development of IGD. Longi‑ tudinal studies indicate that positive relationships between parents and adolescents act as a preventive factor and reduce addictive symptoms. In contrast, low closeness with parents, increased family conflict, and poorer family relationships have been associated with prob‑ lem gaming (Bussone etal., 2020; Rojas‑Jara etal., 2022; Sugaya etal., 2019). Family Attachment Gamers with insecure attachment often show more problematic gaming behaviors. Patho‑ logical gaming may be a coping mechanism for those with anxious attachment and a way to suppress negative emotions for those with avoidant attachment. Although direct evi‑ dence linking parental acceptance or rejection to video game addiction is lacking, there is an indirect influence through self‑esteem (Bussone etal., 2020). Additionally, a connection has been identified between disorganized attachment and attitudes towards parenting and IGD (Sugaya etal., 2019). Parental Abuse Emotional, physical or sexual abuse, as well as neglect, has been associated with an increased risk of developing internet gaming disorder in adolescents (Bussone etal., 2020). Parental aversiveness and lack of parental involvement correlates significantly with video game addiction (Coşa etal., 2022) and some people with IGD use video games as a way to escape painful memories of abuse (Sugaya etal., 2019). Parental Styles Parental styles arise from the combination of two dimensions: affection and control, giv‑ ing rise to four types: democratic (high affection and control), permissive (high affection and low control), authoritarian (low affection and high control) and negligent (low affec‑ tion and control). Affection refers to care and support, while control can be divided into two types: behavioral and psychological (González‑Cámara etal., 2019). In general, demo‑ cratic parenting stands out as the most beneficial, as it is associated with protective behav‑ iors (Bonnaire etal., 2019; González‑Cámara etal., 2019). However, in young people with IGD, permissive families with the use of video games prevail (Rojas‑Jara etal., 2022).
International Journal of Mental Health and Addiction Parental Control While parental control is a component of parenting styles, its relevance has grown in relation to internet gaming disorder. Various parenting resources emphasize the need for rules and restrictions (Brandhorst etal., 2022; Bussone etal., 2020; Rosales‑Navarro etal., 2024). Insufficient parental supervision, lack of guidelines for video game use, and psychological control are identified as risk factors for children’s psychological and behavioral development (Bonnaire etal., 2019; Rojas‑Jara etal., 2022; Sugaya etal., 2019). Moreover, limited resources and excessive parental involvement are significantly linked to video game addiction (Coşa etal., 2022), while higher autonomy, restrictive monitoring, and warmth in the home correlate with lower addiction levels (Coşa etal., 2022). Other Factors Parental mental health problems, such as anxiety, have been linked to video game addic‑ tion in adolescents (Sugaya etal., 2019). Although interparental conflicts have been considered, the meta‑analysis by Coşa etal. (2022) found no significant relationships with this disorder. Furthermore, according to Brandhorst etal. (2022) and Rojas‑Jara etal. (2022), parental overuse of video games could be related to addiction symptoms in adolescents. Study Objectives Considering the growing interest and proliferation of studies in this field in recent years, this systematic review aims to update the relationship between parental behaviors and video game addiction in adolescents. Specifically, its objectives are: 1) To analyze the parental behaviors associated with video game addiction, taking into account all related factors, since causes and effects influence each other (“loop of casu‑ ality”). 2) To identify parental behaviors that could be relevant for the prevention and treatment of video game addiction, considering that prevention programs should include content that adresses current parental models (Jiménez & Hidalgo, 2016), and that the most effective treatments involve not only the individual but also thir family (Limone etal., 2023). In this review, “internet gaming disorder” and “video game addiction”, among oth‑ ers, will be used interchangeably to refer to the use of video games from a pathological perspective, as distinguished from simple excess or recreational use. Method This systematic review was conducted following the PRISMA methodology (Page etal. 2020). Studies that evaluated parental behaviors related to pathological use or addic‑ tion to video games in adolescents aged 10 to 19years were included (WHO, 2019),
International Journal of Mental Health and Addiction excluding studies with samples that included neurodevelopmental disorders. Theoretical articles, theses, case studies, reviews, and meta‑analyses were also discarded. In case of doubt, the study was preselected. Web of Science, Scopus and PsycInfo databases were used, restricting the search to pub‑ lications between 2019 and 2023 (last 5years). The terms used were “parent*”, “adoles‑ cen*”, “teen*”, “youth*”, “videogam*”, “computer gam*”, “game addiction” and “gaming disorder” present in the title, abstract and/or keywords. Data were extracted from each study using SPSS software, recording characteristics such as name, author, year of publication, country of origin, study design, sample size, mean age and percentage of women. The methods of assessment of online gaming disorder and parental factors were also specified, recording the results and assigning a quality score to each study. Results Studies Selection The selection process followed the PRISMA flowchart (Page etal., 2020), summarized in Fig.1. 184 studies were identified in WoS, 105 in PsycInfo and 261 in Scopus. 57 theo‑ retical articles were excluded, and 274 duplicates were removed with Mendeley software, leaving 219 records, of which 146 were discarded for not meeting the inclusion criteria. Seventy‑one full articles were evaluated, excluding two due to lack of access, after trying to contact the authors. Finally, 37 articles were included, totaling 56 records. Data Analysis The number of articles has increased in recent years, with 2022 standing out with 12 pub‑ lications and 2023 with 10. Most of the studies came from China (17), followed by Turkey (8), Korea (4) and Germany and Spain (2 each). Articles from Australia, Romania, Taiwan and Vietnam were also found. The mean number of participants was 1827.95, with a range of 100 to 30,955. Seven studies did not provide the age of the participants; among the rest, the mean age was 14.32years, with a range of 12.10 to 16.60years (standard deviation of 1.16). The mean percentage of female participants was 44.73, including one study without female players. Several tools were used to assess video game addiction, including those of Young, Lem‑ mens etal., Yu etal., Pontes & Griffiths, Petry etal., Chamarro etal. and Lloret etal. The assessment of parental behaviors showed greater heterogeneity in the scales used due to the diversity of variables (For more information see Table1). Methodological quality was assessed using the fourteen criteria of the National Insti‑ tutes of Health tool for observational cohort and cross‑sectional studies (NIH, 2014). Each criterion met scored 1 point, giving a total score from 0 to 14. Based on this, studies were classified as ’poor’ (< 7), ’average’ (7–10), or ’good’ (> 10) in quality. As shown in Table1, three studies were rated as high quality (> 10 points), while 34 were classified as medium quality (7–10 points) according to the NIH (2014). Additionally, 81.1% of the studies employed a cross‑sectional design, with the remaining ones following a longitudi‑ nal approach.
International Journal of Mental Health and Addiction Main Results Attitude Towards Video Games A weak positive correlation was found between parents’ knowledge of digital media risks and how to take precautions against them and IGD (Palanbek Yavas etal.,2023), as well as a strong correlation between parents’ perception of gaming addiction and IGD (Palanbek Yavas etal.,2023). Fig. 1 Flow chart of the bibliographic search. Note 1. *Reason 1: Participants outside the selected age range; *Reason 2: No connection between parental behaviors and video game addiction; *Reason 3: Low quality of the study
International Journal of Mental Health and Addiction Table 1 Coding of the variables related to the characteristics, methodology and quality of the selected articles Identification variables Sample Evaluation methods Quality N Article Country Design N Age % ♀DV IV 1 PalanbekYavas etal. 2023 Turkey Cross 345 13,4 45,5 Gaming Disorder Scale for Parents (GADIS‑P; Paschke etal., 2021) Digital Parenting Attitude Scale (Kaya etal., 2018) 8 Determining the Perceptions of Parents Towards Computer Game Addiction Scale (Ulusoy etal., 2019) 2 Wang etal., 2023a, 2023b China Cross 2413 NR 33,8 DSM‑5 IGD Symptoms Checklist for Adolescents (DISCA;Yang etal.,2021) 2 Questions of Perceived Parental’s Internet Gaming Behaviors (Wu etal., 2016) 7 3 Geniş & Ayaz‑Alkaya, 2023 Turkey Cross 1379 15,8 52,2 The Digital Game Addiction Scale (DGAS) (Lemmens etal., 2009) The Parental Attitude Scale (PAS;Lam‑ born etal., 1991) 8 4 Wang etal., 2023a, 2023b China Cross 698 13,52 48,42 Internet Gaming Disorder Questionnaire (Yu etal., 2015) The Children’s Perception of Interpa‑ rental Conflict Scale (CPIC;Chi & Xin, 2003) 8 5 Gan etal., 2023 China Cross 699 14,18 53,6 Internet Gaming Disorder Questionnaire (Yu etal., 2015) Child Psychological Abuse and Neglect Scale (Stoltenborgh etal., 2013) 8 6 Liang etal., 2023 China Cross 673 12,81 45,91 Internet Gaming Disorder Scale (Pontes & Griffiths, 2015) Parent‑Adolescent Conflcit Question‑ naire (Fang & Dong etal., 1998) 8 7 Chung etal., 2023 Korea Cross 467 15,62 7,28 Young Internet Addiction Scale (Lee etal., 2013) Maternal Behavior Research Instrument (MBRI‑K;Schaefer etal., 1959) 7 8 Rodríguez‑Ruíz etal. 2023 Spain Cross 397 14,82 42,9 The Questionnaire of Experiences Associated with Videogames (CERV;Chamarro etal., 2014) & The Game Addiction Scale for Adolescents (GASA;Lloret etal., 2017) The TXP Parenting Questionnaire (TXP‑A; Afecto‑comunicación y control‑estructura) (TXP‑C; Afecto‑comunicación y valores prosociales) (Benito etal., 2019) & The Parental Socialization Scale (Aceptación/Participación y Rigor/ Imposición) (ESPA‑29; Musitu & García, 2004) 9
International Journal of Mental Health and Addiction Table 1 (continued) Identification variables Sample Evaluation methods Quality N Article Country Design N Age % ♀DV IV 9 Kaya & Pazarcıkcı, 2023 Turkey Cross 297 14,84 58,6 Digital Game Addiction Scale for Chil‑ dren (DGASC; Hazar & Hazar, 2017) NR 7 10 Taş 2023 Turkey Cross 360 15,55 54,7 Game Addiction Scale (Anlı and Taş, 2018) Psychological maltreatment question‑ naire (POPMIFA—Short form;Erkan & Görkem, 2021) 7 11 Gan etal., 2022 China Cross 1255 15,55 58,91 Internet Gaming Disorder Questionnaire (IGDQ;Yu etal., 2017) Family Assesment Device (FAD;Byles etal., 1988) 8 Parent–Child Relationship Scale (PCRS;Shen etal., 2012) 12 She etal., 2022 China Lng 1200 16,6 47,2 DSM‑5 IGD symptoms checklist (Siger‑ son etal., 2017) Psychological Control Scale‑Youth Self Report (Barber, 1996) 10 2 items to measure the frequency of verbal and physical abuse by parents (Schaefer, 1997) 4 items to measure parental support (Li etal., 2017) 1‑item Parent–Child Relationship (Yang etal., 2021) 13 Dou etal., 2022 China Lng 434 14,44 51,15 Adapted Internet Addiction Scale (Young, 1998) Parent Involvement Scale (Wu etal., 2018) 10 14 Esteve etal.2022 Spain Cross 219 14,67 59,81 Video‑Game Related Experiences Questionnaire (CERV; Chamarro etal., 2014) & Game Addiction Scale for adolescents (GASA; Lloret etal., 2018) TXP‑A Parenting Questionnaire 7 15 Kaymakcı etal., 2022 Turkey Cross 627 14,37 44,2 Gaming Addiction Scale for Adolescents (Ilgaz, 2015) Parental Pressure and Support for Greater Academic Performance (Kapıkıran, 2016) 8
International Journal of Mental Health and Addiction Table 1 (continued) Identification variables Sample Evaluation methods Quality N Article Country Design N Age % ♀DV IV 16 Li etal., 2022 China Cross 3049 15,68 50,5 Short‑form Internet Gaming Disorder Scale (Sigerson etal., 2017) Parental Bounding Instrument (PBI; Kazarian etal., 1987) 7 17 Cuong etal., 2022 Vietnam Cross 2084 14,5 50,2 Internet Gaming Disorder Test (IGD‑20 Test;Pontes etal., 2014) Parent‑family connectedness scale (Resnick etal., 1997) 8 Child Discipline Module (Vietnam General Statistical Office, 2006) & A question about Parental supervision of gaming ("Do your parent supervise your gaming behaviors?") 18 Shen etal., 2022 China Cross 809 13,15 48,82 Internet Gaming Disorder Scale (Petry etal., 2014) Parent Phubbing Scale (Roberts & David, 2016) 8 19 Warburton etal.2022 Australia Cross 866 14,12 43 10‑items Internet Gaming Disorder Test (IGDT‑10; Király etal., 2013) Data form ad hoc with 3 items about Parental Boundaries on Video Game Use 8 Modified Inventory of Parent and Peer Attachment (MIPPA; Raja etal., 1992) Parent‑Family Connectedness Scale (PFCS; Mueller, 2009) 20 Mun, 2022 Korea Lng 393 NR 52,2 Modified Young’s Internet Addic‑ tion Scale (Young, 1998) or Game Addiction Scale (National Information Society Agency, 2009) Generalized Anxiety Disorder (GAD‑7; Spitzer etal., 2006) 9 21 Mun & Lee, 2022 Korea Lng 336 NR 42 Modified Young’s Internet Addic‑ tion Scale (Young, 1998) or Game Addiction Scale (National Information Society Agency, 2009) UCLA loneliness scale (Peplau & Perl‑ man, 1982) 9
International Journal of Mental Health and Addiction On the other hand, parental support was identified as a protective factor (She etal., 2022; Yang etal., 2021), while parental pressure was associated with increased IGD symptoms (Kaymakci etal. 2022). Since parental support fosters a secure emotional environment that may reduce the need for escapism, prevention efforts should empha‑ size the promotion of positive parent–child relationships through open communication and emotional availability. In this regard, healthy parental‑filial relationships have been related to a lower level of video game addiction (Cuong etal., 2022; Gan etal., 2022; She etal., 2022; Wang, 2022; Warburton etal., 2022; Yang etal., 2021), whereas parent‑adolescent conflict was positively linked to pathological gaming (Liang etal., 2023). Previous literature has found that low parental closeness, increased family conflict, and impaired family rela‑ tionship were associated with gaming addiction (Bussone etal., 2020; Rojas‑Jara etal., 2022; Sugaya etal., 2019). Likewise, family functioning comprises various aspects of relationships, communica‑ tion and family climate. However, the different conceptualizations of this term make it difficult to interpret the literature as a whole (Brandhorst etal., 2022). Still, all articles agreed on the existence of an association between poor family function and IGD (Gan etal., 2022; Irmak & Erdoğan,2019; Wartberg etal., 2019a, 2019b). In the case of the stydy by Gan etal. (2022) only adolescent girls were directly affected by this construct. Regarding family communication, the variable affect‑communication was also found to be highly relevant in the decrease of symptomatology (Esteve etal., 2022; Rodríguez‑ Ruíz etal.,2023). Although Coşa etal. (2022) meta‑analysis found no significant relationships between parental conflict and video game addiction due to the scarcity of studies, recent research supports a strong link (Wang, 2022; Wang etal., 2023a, 2023b), highlighting the impor‑ tance for continued research in this area. When differentiating between behavioral and psychological control (González‑Cámara etal., 2019), the findings align with previous literature (Rojas‑Jara etal., 2022; Sugaya etal., 2019). While psychological control —such as guilt induction and excessive criti‑ cism— was positively correlated with IGD (She etal., 2022; Yang etal., 2021), behav‑ ioral control strategies, including parental supervision and rule‑setting, were negatively correlated (Gan etal., 2022; Kaya & Pazarcıkcı, 2023; Koc etal., 2022; Wu etal., 2020), except for the studies by Warburton etal. (2022) and Esteve etal. (2022). However, in Koc etal. (2022) study, many mothers of adolescents with IGD reported being the only ones enforcing rules, suggesting that inconsistent regulation within families may contribute to increased IGD risk (Brandhorst etal., 2022). Many parenting guides emphasize control, rules, and restrictions (Brandhorst etal., 2022; Rosales‑Navarro etal., 2024), as such, it is important to promote a structured but flexible approach to rule‑setting, ensuring consist‑ ency between caregivers. In addition, parental knowledge of adolescent activities was negatively associated with IGD (Liang etal., 2021), supporting the results of Brandhorst etal. (2022). Nevertheless, the effectiveness of parental monitoring may depend on the adolescent’s willingness to dis‑ close information. Excessive pressure to obtain such information could have counterpro‑ ductive effects (Brandhorst etal., 2022), so trust‑based communication between parents and adolescents should be encouraged rather than focusing solely on parental control. Following the findings of Coşa etal. (2022), resource restriction was associated with video game addiction, although in this review only with restriction by the mother (Rod‑ ríguez‑Ruíz etal.,2023). This may be related to the unstructured norms in families of ado‑ lescents with IGD.
International Journal of Mental Health and Addiction Regarding parenting approaches, the democratic style has been considered the most beneficial (González‑Cámara etal., 2019), showing lower scores in video game addiction in this review (Dou etal., 2022; Geniş & Ayaz‑Alkaya, 2023; Jeong etal., 2021). In con‑ trast, intrusive practices that interfere with autonomy were significantly associated with video game addiction (Chung etal., 2023; Coşa etal., 2022; Li etal., 2022; Koc etal., 2022). Therefore, the linkage of overprotective (Chen et al., 2020; Li etal., 2022) and authoritarian (Cheng, 2019) styles with IGD is consistent. Moreover, adolescents raised in permissive households have shown a greater likelihood of developing IGD (Maftei & Enea, 2020), a trend that may be exacerbated by the normalization of unrestricted gaming within families (Rojas‑Jara etal., 2022). Neglectful practices have also been associated with increased risk (Bussone et al., 2020; Coşa etal., 2022). Parental rejection and its negligent attitude were associated with increased video game addiction (Chen etal., 2020; Gan etal., 2023; Geniş & Ayaz‑Alkaya, 2023; Rodríguez‑Ruíz etal.,2023; Xie etal., 2021; Zhu & Chen, 2021). In this regard, parental phubbing, which represents a form of digital neglect (Shen etal., 2022), has shown a direct effect on IGD symptoms (Shen etal., 2022; Xie etal., 2021). However, other stud‑ ies found no relationship between parenting styles and video game addiction (Chung etal., 2023; Koc etal., 2022). Regarding the other dimension of parenting styles, in the study by Chen etal. (2020) low parental warmth was related to IGD in adolescents, although other studies only found a relationship with one of the two parents (Chung etal., 2023; Rodríguez‑Ruíz etal., 2023). Only the study by Warburton et al. (2022) studied attachment styles, finding secure attachment as a protective factor. This attachment style is related to variables such as paren‑ tal care and acceptance (González‑Cámara etal., 2019) that were also related to lower lev‑ els of addiction (Chung etal., 2023; Li etal., 2022). Finally, parental health has become an increasingly important factor in recent years. Until now, it had been identified that parental emotional well‑being problems could be an important risk factor (Sugaya etal., 2019). This review specifically found a relationship between parental anxiety, loneliness and depression and video game addiction (Koc etal., 2022; Mun, 2022; Mun & Lee, 2022; Wartberg etal., 2019a, 2019b), with the exception of the study by Koc etal., (2022). That is why interventions should incorporate support for parents’ mental health, recognizing that improving parental emotional stability may have positive effects on both the family and adolescents. Limitations andStrengths Most of the selected studies were of average quality and shower a great diversity in the conceptualization of variables, both in scales and definitions. Some articles used ad hoc measurement tools, while others did not specify the scales employed. Additionally, some studies failed to report the average age of participants. Although the gender distribution was generally equitable, it decreased when analyzing video game addiction, and few stud‑ ies evaluated the results by gender. Moreover, many studies did not specify whether paren‑ tal behaviours were assessed separately for fathers and mother, limiting the integration of a gender perspective into the findings. A significant methodological limitation is that most of the studies were cross‑sectional, restricting the ability to stablish casual relationships between parental behaviors and IGD. Another key concern is that a large proportion of studies were conducted in Asian coun‑ tries. This raises questions regarding the influence of cultural values on parental practices
International Journal of Mental Health and Addiction and their association with IGD. Further research in diverse cultural contexts may be conducted to determine whether these relationships hold across different sociocultural backgrounds. Among the limitations of the review itself, its qualitative nature stands out. Addition‑ ally, the literature search was carried out exclusively in English and many of the associa‑ tions were based on a small number of studies, which limits the robustness of some conclu‑ sions. Lastly, two studies were excluded due to the inability to access their full text. Despite these limitations, this review offers valuable insights for prevention and clinical practice. The systematization of the developed process and the advances achieved in the literature stand out. Parental behaviors associated with internet gaming disorder described here may help professionals identify at‑risk adolescents and develop targeted preventive and educational programs for adolescents and families. Future Research Directions Future studies should prioritize longitudinal designs to better understand how parental behaviors influence IGD over time. Additionally, research should explore cultural differ‑ ences in parental factors and their impact on adolescent gaming behaviors to improve the generalizability of findings. The inclusion of a gender‑sensitive approach is also essen‑ tial, as differences in maternal and paternal parenting practices, as well as the distinctions between female and male gamers, remain insufficiently explored. Finally, future stud‑ ies should emphasize the use of standardized assessment tools to enhance comparability across studies and strengthen the robustness of findings. Conclusions Current research highlights the importance of considering the family environment in the development and management of internet gaming disorder in adolescence. Both preventive programs and therapeutic interventions should integrate this dimension to enhance their effectiveness. The findings of this review provide a framework for future research aimed at identifying protective and risk factors, emphasizing the central roles of parental behaviors. Given their direct influence on IGD, these findings support the need for a comprehensive clinical approach that actively involves the entire family in the prevention and treatment of video game addiction in adolescents. Funding Funding for open access publishing: Universidad de Sevilla/CBUA. Declarations Conflict of Interest The authors of this work declare that there is no conflict of interest. Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Com‑ mons licence, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/.
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