1
|
Zhang M, Nie Q, Ye W, Wang Y, Yang Z, Teng Z. Longitudinal Dynamic Relationships Between Videogame Use and Symptoms of Gaming Disorder and Depression Among Chinese Children and Adolescents. J Youth Adolesc 2024:10.1007/s10964-024-02068-6. [PMID: 39133422 DOI: 10.1007/s10964-024-02068-6] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/10/2024] [Accepted: 08/02/2024] [Indexed: 08/13/2024]
Abstract
Although previous studies have shown a close relationship between gaming disorder and depressive symptoms, few have measured normal videogame use, symptoms of gaming disorder, and depressive symptoms concurrently. The longitudinal dynamics between these variables remain unclear. This study used two demographic cohorts to examine the longitudinal relationship between gaming and depressive symptoms: children (n = 1513, 46.9% girls, Mage ± SD = 9.63 ± 0.58 years) and adolescents (n = 1757, 48.5% girls, Mage ± SD = 12.55 ± 0.70 years). Random intercept cross-lagged panel models (RI-CLPMs) were employed to distinguish between within- and between-person levels of gaming and depressive symptoms. The RI-CLPM results showed a stable link between symptoms of gaming disorder and depression at the between-person level for both children and adolescents. At the within-person level, among children, depressive symptoms positively predicted subsequent gaming disorder symptoms, but gaming disorder symptoms were not a significant predictor of depressive symptoms at this level. Among adolescents, there was no significant cross-lagged effect between symptoms of gaming disorder and depression at the within-person level. Additionally, there was no significant cross-lagged effect between normal videogame use and depressive symptoms in either cohort. These results highlight the different effects of normal videogame use and gaming disorder symptoms associated with depressive symptoms. The different effects on children and adolescents underscore the importance of considering the different developmental stages in the study of gaming and mental health outcomes.
Collapse
Affiliation(s)
- Mengmeng Zhang
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Qian Nie
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Wenting Ye
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Yifan Wang
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Zhiwei Yang
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Zhaojun Teng
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China.
| |
Collapse
|
2
|
Salerno L, Pepi A, Graffeo MT, Albano G, Giordano C, Lo Coco G, Di Blasi M. Understanding Problematic Gaming During the Covid-19 Pandemic in Adolescents and Adults: A Systematic Review of the Literature. CLINICAL NEUROPSYCHIATRY 2023; 20:370-387. [PMID: 37791083 PMCID: PMC10544249 DOI: 10.36131/cnfioritieditore20230418] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Figures] [Subscribe] [Scholar Register] [Indexed: 10/05/2023]
Abstract
Objective A growing body of evidence suggests that online gaming increased during the COVID-19 outbreak. This systematic review aims to summarize extant literature that reported on problematic gaming among both adolescents and adults during the pandemic and to identify available research on the bidirectional association between problematic gaming and mental health outcomes. Method A systematic search was carried out through PubMed, Web of Knowledge and AGRIS, Embase, Medline, PsychINFO (from January 2020 to January 2023), using keywords related to problematic gaming and mental health outcomes. Both cross-sectional and longitudinal empirical studies which used validated measures of problematic gaming and mental health outcomes during the COVID-19 pandemic were included. Results Twenty-five empirical articles were eligible for the current review, comprising 28,978 participants. The majority of the selected studies had cross-sectional designs. Overall, most eligible studies showed significant association between problematic gaming and negative mental health outcomes during the pandemic. Correlations were mostly found between problematic gaming, depression and anxiety. Conclusions Future research focusing on the relationship between problematic gaming and mental health outcomes should go beyond the considerable weaknesses due to methodological limitations of cross-sectional design, sampling and measures.
Collapse
Affiliation(s)
- Laura Salerno
- Department of Psychology, Educational Science and Human Movement, University of OPEN ACCESS
| | - Alessandro Pepi
- Department of Psychology, Educational Science and Human Movement, University of OPEN ACCESS
| | - Maria Teresa Graffeo
- Department of Psychology, Educational Science and Human Movement, University of OPEN ACCESS
| | - Gaia Albano
- Department of Psychology, Educational Science and Human Movement, University of OPEN ACCESS
| | - Cecilia Giordano
- Department of Psychology, Educational Science and Human Movement, University of OPEN ACCESS
| | - Gianluca Lo Coco
- Department of Psychology, Educational Science and Human Movement, University of OPEN ACCESS
| | - Maria Di Blasi
- Department of Psychology, Educational Science and Human Movement, University of OPEN ACCESS
| |
Collapse
|
3
|
Luo Y, Smith DM, Moosbrugger M, France TJ, Wang K, Cheng Y, Sha Y, Wang D, Si S. Dynamics and moderating factors of esport participation and loneliness: A daily diary study. PSYCHOLOGY OF SPORT AND EXERCISE 2023; 66:102384. [PMID: 37665849 DOI: 10.1016/j.psychsport.2023.102384] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 08/02/2022] [Revised: 12/20/2022] [Accepted: 01/06/2023] [Indexed: 09/06/2023]
Abstract
The purpose of this study was to examine the association between esport participation and loneliness, as well as its moderating factors. Chinese college students (N = 216) self-reported their esport playing time and degree of loneliness each day immediately before bedtime for four consecutive weeks. The findings revealed that as playing time increased, students did not experience reduced sense of loneliness during playing esport, but they experienced a temporary and intensified feeling of loneliness the same day following gameplay. Students with higher general loneliness tended to feel more after-game loneliness associated with increased esport participation. Students with higher obsessive passion about esport tended to experience more loneliness (both in-game and after-game) associated with increased esport participation. Students with greater coping motivation about esport tended to experience more in-game loneliness associated with previous increased esport participation. Students who played esport less often with friends in person, or with more escape motivation toward esport, tended to increase esport participation time more following previous increased after-game loneliness. The findings suggested that college students should avoid utilizing esport to achieve a sense of belonging and should be cautious of the loneliness-inducing effect after gameplay. A healthy level of loneliness can be maintained by playing esport more with friends in person, learning strategies to avoid obsessive passion, coping motivation, and escape motivation towards esport.
Collapse
Affiliation(s)
- Yan Luo
- Department of Physical Education and Health Education, Springfield College, Springfield, 01109, MA, USA; Department of Kinesiology and Community Health, University of Illinois at Urbana-Champaign, 61801, IL, USA.
| | - Daniel M Smith
- Department of Physical Education and Health Education, Springfield College, Springfield, 01109, MA, USA.
| | - Michelle Moosbrugger
- Department of Physical Education and Health Education, Springfield College, Springfield, 01109, MA, USA
| | - Thaddeus J France
- Department of Physical Education and Health Education, Springfield College, Springfield, 01109, MA, USA
| | - Ke Wang
- Physical Education Department of Northwestern Polytechnic University, Xi'an, 710072, Shaanxi, China
| | - Yafei Cheng
- Institute of Sports Science, Zhengzhou Normal University, Zhengzhou, 450044, Henan, China
| | - Yanru Sha
- Institute of Physical Education, Ningxia University, Yinchuan, 750021, Ningxia, China
| | - Dan Wang
- Institute of Physical Education, Ningxia University, Yinchuan, 750021, Ningxia, China
| | - Shumei Si
- Institute of Physical Education, Ningxia University, Yinchuan, 750021, Ningxia, China
| |
Collapse
|
4
|
Hao Z, Jin L, Huang J. Offline and online basic need satisfaction and smartphone use behaviors: A mediation model. J Psychiatr Res 2023; 161:99-105. [PMID: 36917869 DOI: 10.1016/j.jpsychires.2023.03.016] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/15/2022] [Revised: 02/06/2023] [Accepted: 03/08/2023] [Indexed: 03/16/2023]
Abstract
Based on the self-determination theory, this study compared the offline and online need satisfaction during the COVID-19 period and investigated how the fulfilment experienced in the different settings affected an individual's smartphone use outcomes. 546 Chinese undergraduate students participated in the study and were measured with their levels of offline and online basic need satisfaction, smartphone use patterns, and problematic smartphone use. The results showed that offline basic need satisfaction negatively predicted problematic smartphone use via the information seeking pattern, whereas online basic need satisfaction positively predicted problematic smartphone use via the use patterns of transaction and entertainment. Our study expands the research scope of the pertinent topic and pinpoints the mechanism between the basic need satisfaction and problematic smartphone use.
Collapse
Affiliation(s)
- Zejun Hao
- Institute of Foreign Languages, China Medical University, No.77 Puhe Road, Shenyang North New Area, 110122, Shenyang, Liaoning Province, PR China.
| | - Liangyi Jin
- Shenyang Women's and Children's Hospital, No.87 Danan Street, Shenhe District, 110011, Shenyang, Liaoning Province, PR China
| | - Jinzi Huang
- Liaoning National Normal College, No. 45, Chongshan East Road, Huanggu District, 110032, Shenyang, Liaoning Province, PR China
| |
Collapse
|
5
|
Huang TL, Wu CN, Chang MH, Liao GY, Teng CI. From skill growth expectancy to online Game Commitment. COMPUTERS IN HUMAN BEHAVIOR 2022. [DOI: 10.1016/j.chb.2022.107422] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/03/2022]
|
6
|
Cabeza-Ramírez LJ, Rey-Carmona FJ, Del Carmen Cano-Vicente M, Solano-Sánchez MÁ. Analysis of the coexistence of gaming and viewing activities in Twitch users and their relationship with pathological gaming: a multilayer perceptron approach. Sci Rep 2022; 12:7904. [PMID: 35551493 PMCID: PMC9098150 DOI: 10.1038/s41598-022-11985-0] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/06/2022] [Accepted: 05/03/2022] [Indexed: 11/24/2022] Open
Abstract
The enormous expansion of the video game sector, driven by the emergence of live video game streaming platforms and the professionalisation of this hobby through e-sports, has spurred interest in research on the relationships with potential adverse effects derived from cumulative use. This study explores the co-occurrence of the consumption and viewing of video games, based on an analysis of the motivations for using these services, the perceived positive uses, and the gamer profile. To that end, a multilayer perceptron artificial neural network is developed and tested on a sample of 970 video game users. The results show that the variables with a significant influence on pathological gaming are the motivation of a sense of belonging to the different platforms, as well as the positive uses relating to making friends and the possibility of making this hobby a profession. Furthermore, the individual effects of each of the variables have been estimated. The results indicate that the social component linked to the positive perception of making new friends and the self-perceived level as a gamer have been identified as possible predictors, when it comes to a clinical assessment of the adverse effects. Conversely, the variables age and following specific streamers are found to play a role in reducing potential negative effects.
Collapse
Affiliation(s)
- L Javier Cabeza-Ramírez
- Department of Statistics, Econometrics, Operations Research, Business and Applied Economics, Faculty of Law, Business and Economics Sciences, University of Córdoba, Puerta Nueva s/n, 14071, Córdoba, Spain.
| | - Francisco José Rey-Carmona
- Department of Statistics, Econometrics, Operations Research, Business and Applied Economics, Faculty of Law, Business and Economics Sciences, University of Córdoba, Puerta Nueva s/n, 14071, Córdoba, Spain
| | - Ma Del Carmen Cano-Vicente
- Department of Statistics, Econometrics, Operations Research, Business and Applied Economics, Faculty of Law, Business and Economics Sciences, University of Córdoba, Puerta Nueva s/n, 14071, Córdoba, Spain
| | - Miguel Ángel Solano-Sánchez
- Department of Applied Economics, Faculty of Social Sciences (Melilla Campus), University of Granada, Calle Santander, 1, 52005, Melilla, Spain
| |
Collapse
|