Research Article
Online Gaming Addiction and Quality of Life among Early
Adolescents in Thailand: An Investigation from a SEM-Neural
Network Approach
Veera Bhatiasevi ,
1
Pungpond Rukumnuaykit ,
2
and Piriya Pholphirul
3
1
Mahidol University International College (MUIC), 999 Phutthamonthon Road, Salaya, Nakhon Pathom 73170, Thailand
2
Faculty of Political Science, Chulalongkorn University, Henri Dunant Road, Wang Mai, Pathum Wan District,
Bangkok 10330, Thailand
3
Center of Development Economics Studies, National Institute of Development Administration (NIDA), Serithai Road, Klong-Chan,
Bangkapi, Bangkok 10240, Thailand
Correspondence should be addressed to Piriya Pholphirul; pholphir@hotmail.com
Received 19 April 2022; Revised 25 May 2022; Accepted 20 April 2023; Published 8 May 2023
Academic Editor: Zheng Yan
Copyright © 2023 Veera Bhatiasevi et al. This is an open access article distributed under the Creative Commons Attribution
License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is
properly cited.
The popularity of gaming has greatly increased, especially among children and adolescents. As such, spending too much time
playing games has become a serious issue and may have adverse effects on the quality of life of adolescents. This paper is
aimed at identifying the factors and degree of influence that leads to gaming addiction and its impact on the quality of life of
Thai adolescents. Data were collected from 2,044 adolescents in the form of a questionnaire from five major regions in
Thailand, in both municipal and nonmunicipal areas. Structural equation modeling and the neural network model were used
to analyze the data. The results indicate some differences between boys and girls as to what factors lead to gaming addiction.
But gaming addiction was found to have a negative impact on the quality of life for both genders. Discussions comprising both
academic and practical perspectives are also presented.
1. Introduction
After the economic bubble burst in the late 1990s, almost all
Internet-related industries, with the exception of the
computer game industry, online games, video games, and
portable games, experienced a recession [1]. Since then, the
Internet has greatly influenced people’s daily lives—through
email, instant messaging, blogs, Facebook, Twitter, and a
plethora of similar applications. In some cases, people have
even become addicted to playing online games, especially
nowadays as more of them have access to high-speed Inter-
net [2].
Along with browsing and instantaneous communication
with friends, parents, and others, high-speed Internet has
greatly increased the popularity of online gaming, which
has become an important part of the lives of many young
people [3]. Moreover, as the popularity of online gaming
continues to increase, concerns about excessive Internet
usage has also increased, similar to concerns with regard to
drug or alcohol addiction [4]. Indeed, game addicts show
telltale signs of addiction by, for example, being obsessed
with playing games all the time, isolating themselves from
society in order to play games, and playing games to escape
the real world pressures confronting them [5, 6]. For exam-
ple, in the US, online gamers spend an average of 1-2 hours
per day on their computers, more time at video game con-
soles, and between 6-10 hours per week on portable video
game players. Therefore, it is evident that excessive game play
can occur on many different platforms [7].
But it is not just online games that are popular with
players around the world; the offline gaming industry is also
growing rapidly. For example, Wii Sport, with worldwide
sales of 82.65 million units, is an offline game played on
Wii video game consoles, and offline games Minecraft and
Hindawi
Human Behavior and Emerging Technologies
Volume 2023, Article ID 7898600, 16 pages
https://doi.org/10.1155/2023/7898600