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Predicting adolescent gaming addiction: insights from individual, family, and school-level factors via machine learning

Published online by Cambridge University Press:  06 November 2026

Zirong Li
Affiliation:
Department of Psychology, Sun Yat-Sen University , Guangzhou, China
Ruyi Ding*
Affiliation:
Department of Psychology, Sun Yat-Sen University , Guangzhou, China
Tuo Liu
Affiliation:
Institute of Psychology, Goethe-Universitat Frankfurt am Main , Frankfurt, Germany
Zhonghuang Su
Affiliation:
Department of Psychology, Sun Yat-Sen University , Guangzhou, China
Chun Shen*
Affiliation:
Institute of Science and Technology for Brain-Inspired Intelligence, Fudan University , Shanghai, China Key Laboratory of Computational Neuroscience and Brain-Inspired Intelligence and MOE Frontiers Center for Brain Science, Fudan University, Ministry of Education, Shanghai, China
*
Corresponding authors: Ruyi Ding and Chun Shen; Emails: dingry7@mail.sysu.edu.cn; shenchun@fudan.edu.cn
Corresponding authors: Ruyi Ding and Chun Shen; Emails: dingry7@mail.sysu.edu.cn; shenchun@fudan.edu.cn
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Abstract

Background

Game addiction is increasingly acknowledged as a major adolescent mental health concern worldwide. To better understand its development, it is essential to identify both risk and protective factors. However, most existing studies have focused on only a limited number of variables. To address this gap, this study adopted machine learning to identify the most important predictors across individual, family, and school domains.

Methods

The analysis was conducted with a sample of 21,239 Chinese parent–adolescent pairs (for parents: 68.92% mothers; Mage = 40.42 years, SD = 5.78 years; for adolescents: 45.00% males; Mage = 13.41 years, SD = 2.14 years). Using the machine learning classification models, this study examined the accuracy of the selected variables in predicting game addiction and explored the relative importance of the studied variables in the prediction process.

Results

Both the Random Forest and XGBoost models achieved accuracies exceeding 0.80 and consistently identified several key predictors of game addiction. Risk factors include high levels of externalizing problems and attention problems, being male, bullying victimization, alienation from parents, parental depression, and a performance-oriented school environment. The protective factors include high levels of perseverance, good academic performance, and academic self-efficacy.

Conclusions

In conclusion, the findings point out the value of using machine learning approaches to uncover the crucial predictors of game addiction, offering important insights for targeted prevention and intervention efforts across individual, familial, and school contexts.

Information

Type
Original Article
Creative Commons
Creative Common License - CCCreative Common License - BYCreative Common License - NCCreative Common License - SA
This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial-ShareAlike licence (http://creativecommons.org/licenses/by-nc-sa/4.0), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the same Creative Commons licence is used to distribute the re-used or adapted article and the original article is properly cited. The written permission of Cambridge University Press or the rights holder(s) must be obtained prior to any commercial use.
Copyright
© The Author(s), 2026. Published by Cambridge University Press
Figure 0

Table 1. Performances of different machine learning modelTable 1. long description.

Figure 1

Figure 1. The mean of absolute Shapley values for the top 20 variables in (a) the Random Forest model and (b) the XGBoost model. Note: IRQ = interpersonal emotion regulation.Figure 1. long description.

Figure 2

Figure 2. The distribution of Shapley values for the top 20 variables in (a) the Random Forest model and (b) the XGboost model. The red data points indicate high values on the scale of the respective variable, while the blue data points indicate low values on the scale of the respective variable. Note: For the sex factor, red color represents male and blue color represents female; IRQ, interpersonal emotion regulation (Interpersonal Regulation Questionnaire).Figure 2. long description.

Figure 3

Figure 3. Mean cumulative accuracy of the top-20 variables in 10-fold cross-validation for the Random Forest model. The 16 red points indicate that cumulative accuracy increases from 0 to 0.85 as the top-16 variables enter the model. Note: IRQ = interpersonal emotion regulation.Figure 3. long description.

Figure 4

Figure 4. Mean cumulative accuracy of the top-20 variables in 10-fold cross-validation for the XGboost model. The 12 red points indicate that cumulative accuracy increases from 0 to 0.85 as the Top-12 variables enter the modelFigure 4. long description.

Figure 5

Table 2. Performance of the model including/excluding gameplay duration variablesTable 2. long description.

Figure 6

Figure 5. SHAP dependence plot: SHAP main effect value for important variables in the XGboost model. The measurements on the X-axis are the original scores of each scale rather than the standardized scores.Figure 5. long description.

Figure 7

Figure 6. SHAP dependence plot: SHAP interaction effect (with gender, SHAP interaction value > 0.1) for important variables in XGboost model. Note: Each dot is a single sample from the dataset; the red dot represents the female sample, while blue dot represents the male sample. Labels are color-coded to indicate the level of the variable: black for individual-level, green for school-level, and blue for family-level variables. The measurements on the X-axis are the original scores of each scale rather than the standardized scores.Figure 6. long description.

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