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Video game addiction moderates pathways from violent gaming to emotional blunting in adolescents: Serial mediation through desensitization and aggression

AI Summary
  • Gaming addiction moderates pathways: in problematic gamers violent video games directly predict aggression, whereas in non-problematic gamers aggression arises via desensitization.
  • Adolescents with problematic videogaming reported significantly higher violent gaming, desensitization, aggression, and emotional blunting than non-problematic peers.
  • Paediatric nurses should screen gaming behaviour and deliver targeted behavioural interventions for problematic gamers and prevention via emotional regulation and media literacy for others.
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J Pediatr Nurs. 2026 May 7;89:317-329. doi: 10.1016/j.pedn.2026.04.029. Online ahead of print.

ABSTRACT

BACKGROUND: The psychological and social consequences of recurring exposure to Violent Video Games (VVGs) are a concerning issue of global health interest. Prolonged engagement with VVGs can lead to addiction, desensitizing adolescents to real-world violence and impairing their empathy. This desensitization may trigger various forms of aggression and result in emotional blunting.

PURPOSE: This study aims to assess the mediation pathways between violent video gaming, desensitization, aggression, and blunted emotional reactions among adolescents using gaming addiction as a moderator.

DESIGN AND METHODS: A descriptive, correlational, multi-group study was conducted among 501 randomly selected adolescents. The moderation and mediation analysis was used to identify the direct and indirect pathways linking the study variables.

RESULTS: Adolescents with problematic videogaming (31.9%, n = 160) reported significantly higher scores in violent gaming, aggression, desensitization, and emotional blunting than non-problematic (p < .001). Adolescents with problematic videogaming, violent gaming directly predicted aggression (β =0.60, p < .001), whereas non-problematic adolescents demonstrated emotion-mediated pathways through desensitization (β = 0.29, p < .001). Despite different mechanisms, both groups exhibited comparable total effects on emotional blunting.

CONCLUSIONS: Adolescents with problematic videogaming exhibited higher levels of aggression, desensitization, and emotional blunting compared to non-problematic peers. The moderated mediation analysis revealed that addiction influences the pathways connecting engagement with VVGs to emotional blunting, as problematic gamers showed a direct pathway from VVGs to aggression, whereas non-problematic gamers followed an emotion-mediated pathway to aggression through desensitization.

IMPLICATIONS FOR PEDIATRIC NURSING PRACTICE: Pediatric nurses should incorporate screening for gaming behavior into adolescent psychosocial assessments. Adolescents with problematic videogaming require targeted behavioral interventions to manage aggression, while adolescents with non-problematic videogaming benefit from preventive emotional regulation and media literacy programs.

PMID:42102624 | DOI:10.1016/j.pedn.2026.04.029

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