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Updated: Jan 15, 2026

Measuring Engagement of Spectators of Social Digital Games
Published on: July 3, 2021
An ecological momentary assessment of adolescents' affective states and game craving
Camilla K M Lo1, Edward W W Chan1, Yuet Wing Cho1
1Department of Applied Social Sciences, The Hong Kong Polytechnic University, Hong Kong.
Background And Aims:
Craving plays a critical role in the development and maintenance of addiction, including gaming disorder. While affective states are associated with cravings in substance-related use and disorders, the relationship between affect and game craving remains understudied. This study employs an ecological momentary assessment (EMA) approach to investigate how momentary positive and negative affect are related to game craving in adolescents, and whether these associations vary by individual differences in gaming disorder risk.
Methods:
A total of 317 Hong Kong Chinese adolescents who self-reported as regular gamers completed a pre-EMA survey, followed by a 14-day EMA protocol. Participants reported their momentary positive affect, negative affect, and game craving at four time points daily.
Results:
At the within-person level, elevated momentary positive and negative affect were significantly associated with increased odds of game craving. However, adolescents at higher risk for gaming disorder showed a reversed pattern, reporting reduced craving when experiencing greater affect intensity than their personal average.
Discussion And Conclusions:
These findings illustrate the complex dynamics between affect and game craving, highlighting the moderating role of an individual's gaming disorder risk. Understanding how affect interacts with game craving in real-word setting may inform targeted interventions for adolescents vulnerable to problematic gaming.
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