Background

 With the fast development of mobile technology, many functions of desktop computers have been transferred to mobile devices like ipad and smartphone, which is especially the case for game applications. Mobile video games refer to games played by either single or multi players via online mobile devices. These games are particularly popular when they can be downloaded for free (e.g., “freemium games,” which are free but customers pay for extra features) (1). The latest China Internet Network Information Center's (CNNIC) report revealed that the growth rate of mobile online game has reached 9.6% and adolescents are the main user group (2). In comparison with most segments of society, adolescents are more vulnerable to Internet-related addiction because of their psychological and developmental characteristics, the easy access to Internet with a portable device, and the positive expectation of mobile gaming (3). It has been demonstrated that video game addicts suffered poorer mental health and cognitive functioning, and increased emotional difficulties, such as enhanced depression and anxiety, as well as more social isolation (4).

Despite this, relatively few studies have examined the relationship between mobile game addiction and mental health outcomes. This is because, so far, no measurement especially designed for mobile game addiction has been developed. In literature, problematic mobile video gaming has been defined as a phenomenon in which users strongly rely on mobile games and cannot help playing them repeatedly over a comparatively long period (5). Previous studies of Internet gaming disorder (IGD) have mainly focused on traditional online gaming addiction based on a desktop computer. However, recent research has suggested that there were only moderate correlations between the different forms of Internet addiction (6). In addition, although mobile game addiction has some similarity with traditional desktop computer online game addiction, there are still obvious differences. Specifically, mobile video games are characterized by portability, immediacy, and accessibility (7), which may increase the risk for addictive behavioral patterns and, thus, more severe mental health problems.

Additionally, most prior studies have treated social anxiety, depression, and loneliness as risk factors for Internet-relevant addiction (89), whereas, few studies have examined the alternative direction (10). A relevant study found that the relative risk for depression in students with Internet addiction after months was 1.5 times higher than that of non-Internet addiction participants, after controlling for potential confounding variables (gender, study burden, age, rural, or urban school). This indicated that Internet relevant addiction may also lead to depression and loneliness (11). Another reason for conducting the current study was because the relationship between playing video games and psychological adjustment during adolescence is relatively scarce, which is especially true for investigating the association between playing video games and social anxiety among adolescents (12). Therefore, an investigation on this issue can help us understand how mobile game addiction may hinder adolescents' social development and would provide some guidance for mental health education practice.

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