Abstract
Little is known about the social media use of online gamers compared with nongamers and whether the two forms of technology use manifest as the cumulative risk for relational and well‐being outcomes in adolescents. Self‐report data from 320 Chinese secondary school students (12–17 years) was collected for online gaming and social media use frequency, depression, satisfaction with life, and relationship quality with parents, teachers, and classmates. Once the sample was split into nongamers, light gamers, and heavy gamers, results showed that heavy gamers (cut‐off at ≥2 or ≥3 h/d) were more depressed, used social media and the Internet more frequently and social media differently, and experienced more negative interactions with parents and classmates compared with nongamers. Significant differences were also found between light gamers and nongamers on certain variables. Findings indicate that heavy gamers are also using other media at heavy levels which places them in a more at‐risk group for adverse well‐being and relational outcomes.