Mental health problems including addiction present a high heterogeneity of major symptoms or characteristics of targets. Hence, refinement of the targets is important for effective intervention. 'Severity' of the game addiction is widely regarded as a criterion for target classification. Previously, research related to the path of triggering game addiction problems, the sub-classification by characteristics of each triggering factor, or relevant intervention strategies has not been conducted. Research on the subtypes is required to increase the efficiency of customized strategic intervention according to the characteristics of game addicts. In this study, we established three hypothetical subtypes including conditioned behavior, emotionally vulnerable type, and impulsive type based on previous research on gambling addiction, and determined whether adolescents addicted to games exhibit the subtypes stably. Short-term prospective data were collected twice at 10-month intervals. The study was designed to explore three hypothetical subtypes during the first and second observations, and evaluate the stability level of subtypes for juvenile participants in each class by calculating the degree of consistency between two observations. In addition, the validity of classification of three hypothetical subtypes was verified by examining whether the major values measured at the first observation showed an effect consistent with the characteristics of three subtypes when determining the type of groups at the second observation. For example, depression at the first observation should appear as a significant predictive factor for classifying participants into 'Type I' and 'Type II' at the second observation. The analysis results confirmed the three hypothetical types at the first and second observations. Major characteristics of types at the first observation were valid in discriminating types at the second observation.
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