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Exploring the Behavioral and Psychological Impacts of Smartphone Addiction on Online Gamers: A Quantitative Study

Robby Marlon Brando1,*, Ratna Mayasari1, Arwidya Tantri Agtusia2, Ellia Kristiningrum3, Afni Khadijah4, Juliansyah Juliansyah3
1Research Center for Industrial Process and Manufacturing Technology, National Research and Innovation Agency, Indonesia
2Research Center for Transportation Technology, National Research and Innovation Agency, Indonesia
3Research Center for Testing Technology and Standard, National Research and Innovation Agency, Indonesia
4Department of Industrial Engineering, University of Banten Jaya, Indonesia
*Author to whom correspondence should be addressed:
E-mail: robby.marlon.brando.example@university.edu (RMB)
Received: November 29, 2024 | Revised: May 17, 2025 | Accepted: June 20, 2025 | Published: June 2025
Abstract
The rising incidence of smartphone addiction among online gamers has elicited apprehensions regarding its psychological and behavioral effects. This study aims to examine the impact of smartphone addiction on various individual outcomes and analyze demographic variations among affected gamers. A quantitative approach was used to collect data from 416 participants, which was then analyzed to see how smartphone addiction relates to factors like perceived stress (PSS), neuroticism (NEU), insomnia (AIS), anxiety (GAD), traffic accidents (TA), social skills (SS), and conscientiousness (CON). The findings indicate that smartphone addiction is significantly associated with elevated levels of perceived stress, neuroticism, sleeplessness, and anxiety, along with an increased risk of road accidents. In contrast, it correlates with diminished social skills and conscientiousness. These findings underscore the complex repercussions of smartphone addiction within online gaming and provide helpful suggestions for developing focused therapies, product designs, and user engagement tactics. Future studies should integrate a wider array of psychological characteristics and a more varied respondent demographic to improve generalizability.
Keywords
PLS-SEM ; smartphone addiction ; quantitative study ; online gamers
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