“…Thus, hypothesis one was confirmed. Our study result is consistent with the findings from studies (e.g., Andreassen and Pallesen, 2014;Adachi and Willoughby, 2016;Baldry et al, 2016;Cinar et al, 2017;Lee et al, 2017;Li et al, 2019;Lin et al, 2020) who found that internet gaming behavior, the topology of video GD, problematic video game addiction, poor relationship with parents, competitive video gameplay and cyberbullying to have significant associations with risk factors of recurrent online activity and compulsive use of video games, psychopathology (social bullying), sadness, suicide, and pattern of disruptive behavior (social bullying), violence and aggression among adolescents and young adults. Also, our study finding has confirmed Tauna's (2022) assertion that adolescents in Nigeria engage in criminal acts like social bullying, murder, kidnappings, and cultism in Nigerian schools due to increased internet gaming and gambling and other factors related to negative internet experiences.…”