Modeling the Structural Relationships among Cognitive Abilities, Personal Values, Emotion Regulation, and Computer Game Addiction: Testing the Mediating Role of Family Emotional Atmosphere among Students
Keywords:
Cognitive abilities, personal values, emotion regulation, family emotional climate, computer game addiction, studentsAbstract
Objective: This study aimed to test a structural model of computer game addiction based on cognitive abilities, personal values, and emotion regulation, with the mediating role of family emotional atmosphere among students.
Methodology: This applied study used a descriptive-correlational design based on structural equation modeling. The statistical population comprised upper-secondary school students in Tehran during the 2023 academic year. Initially, 400 students were selected through multistage cluster random sampling; after data screening, the final analyses were conducted on 224 participants. Data were collected using the Aniutavorn Computer Game Addiction Questionnaire, Nejati Cognitive Abilities Questionnaire, Schwartz Value Survey, Williams et al. Affect Control Scale, and Hillburn Family Emotional Atmosphere Questionnaire. Data were analyzed through partial least squares structural equation modeling using Smart PLS.
Findings: The results showed that cognitive abilities, personal values, and emotion regulation directly and negatively predicted computer game addiction: β=-0.753, t=-23.268, p<0.001; β=-0.762, t=-23.798, p<0.001; and β=-0.759, t=-23.565, p<0.001, respectively. Cognitive abilities, personal values, and emotion regulation also had significant positive effects on family emotional atmosphere: β=0.757, β=0.754, and β=0.761, respectively, all at p<0.001. Family emotional atmosphere had a significant negative effect on computer game addiction: β=-0.789, t=-24.919, p<0.001. The indirect effects of cognitive abilities, personal values, and emotion regulation on computer game addiction through family emotional atmosphere were -0.597, -0.594, and -0.600, respectively, and all were significant. Model fit and predictive indices supported the structural model, with R²=0.651 for family emotional atmosphere and R²=0.674 for computer game addiction. GOF was 0.567, Q² was 0.259, and NFI was 0.955.
Conclusion: The findings indicate that computer game addiction among students is shaped by an integrated network of cognitive, value-based, emotional, and family-related factors. The mediating role of family emotional atmosphere highlights the importance of family-centered interventions alongside programs aimed at strengthening cognitive abilities, adaptive personal values, and emotion regulation skills.
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Copyright (c) 2025 Fatemeh Khosravi, Tahmoures Aghajanyhashjin, Leila Kashani vahid, Mohammad Ghamari (Author)

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