| Literature DB >> 26072677 |
Charlotta Hellström1,2, Kent W Nilsson1, Jerzy Leppert1, Cecilia Åslund1.
Abstract
AIM: To investigate whether adolescent online gaming time and the additive effect of gaming motives were associated with depressive, musculoskeletal, and psychosomatic symptoms. The hypothesis was that adolescents who engage in online gaming with escape motives and increased online gaming time have higher probability for depressive, musculoskeletal, and psychosomatic symptoms compared to adolescents with other online gaming motives and/or less online gaming time.Entities:
Keywords: Adolescent; computer games; depression; health; musculoskeletal symptoms; psychosomatic symptoms
Mesh:
Year: 2015 PMID: 26072677 PMCID: PMC4816887 DOI: 10.3109/03009734.2015.1049724
Source DB: PubMed Journal: Ups J Med Sci ISSN: 0300-9734 Impact factor: 2.384
Descriptive statistics for the sample of adolescents aged 13 to 18 years.
| Total | Boys | Girls | Chi-square | |||
| Age: | ||||||
| 13–14 | 2,745 (35.4) | 1,351 (34.9) | 1,394 (35.9) | |||
| 15–16 | 2,605 (33.6) | 1,291 (33.3) | 1,314 (33.8) | |||
| 17–18 | 2,407 (31.0) | 1,230 (31.8) | 1,177 (30.3) | 2.022 | 0.364 | |
| Ethnicity: | ||||||
| Scandinavian | 6,345 (82.8) | 3,152 (82.6) | 3,193 (83.0) | |||
| Non-Scandinavian | 1,319 (17.2) | 664 (17.4) | 655 (17.0) | 0.193 | 0.661 | |
| Socio-economic status: | ||||||
| Low | 1,150 (15.1) | 537 (14.2) | 613 (16.1) | |||
| Medium | 5,637 (74.2) | 2,766 (73.1) | 2,871 (75.4) | |||
| High | 805 (10.6) | 482 (12.7) | 323 (8.5) | 38.320 | <0.001 | |
| Body mass index: | ||||||
| Underweight | 211 (2.9) | 75 (2.1) | 136 (3.8) | |||
| Normal weight | 6,276 (87.3) | 3,084 (85.0) | 3,192 (89.6) | |||
| Overweight | 566 (7.9) | 375 (10.3) | 191 (5.4) | |||
| Obese | 138 (1.9) | 93 (2.6) | 45 (1.3) | 95.461 | <0.001 | |
| Physical activity: | ||||||
| At least once a week | 5,944 (79.1) | 2,975 (80.2) | 2,969 (77.9) | |||
| Less than once a week | 1,575 (20.9) | 735 (19.8) | 840 (22.1) | 5.704 | 0.017 | |
| Depressive symptom: | ||||||
| No depression | 5,883 (75.8) | 3,256 (84.1) | 2,627 (67.6) | |||
| Depression (DSM-IV, A-criterion) | 1,874 (24.2) | 616 (15.9) | 1,258 (32.4) | 287.169 | <0.001 | |
| Musculoskeletal pain: | ||||||
| Few–medium symptoms | 6,671 (86.7) | 3,473 (90.8) | 3,198 (82.7) | |||
| Many symptoms | 1,022 (13.3) | 351 (9.2) | 671 (17.3) | 111.273 | <0.001 | |
| Psychosomatic symptoms: | ||||||
| Few–medium symptoms | 6,303 (81.8) | 3,486 (90.9) | 2,817 (72.8) | |||
| Many symptoms | 1,404 (18.2) | 351 (9.1) | 1,053 (27.2) | 421.874 | <0.001 | |
| Single player frequency: | ||||||
| Never | 2,477 (33.7) | 927 (25.3) | 1,550 (42.2) | |||
| A few times a year | 1,290 (17.6) | 434 (11.8) | 856 (23.3) | |||
| Occasionally every month | 970 (13.2) | 477 (13.0) | 493 (13.4) | |||
| 2–4 times a month | 792 (10.8) | 455 (12.4) | 337 (9.2) | |||
| 2–3 days a week | 990 (13.5) | 690 (18.8) | 300 (8.2) | |||
| 4–5 days a week | 413 (5.6) | 324 (8.8) | 89 (2.4) | |||
| 6–7 days a week | 410 (5.6) | 359 (9.8) | 51 (1.4) | 831.304 | <0.001 | |
| Multiplayer online frequency: | ||||||
| Never | 3,884 (52.9) | 911 (24.8) | 2,973 (80.9) | |||
| A few times a year | 633 (8.6) | 312 (8.5) | 321 (8.7) | |||
| Occasionally every month | 422 (5.7) | 288 (7.8) | 134 (3.6) | |||
| 2–4 times a month | 362 (4.9) | 270 (7.3) | 92 (2.5) | |||
| 2–3 days a week | 507 (6.9) | 437 (11.9) | 70 (1.9) | |||
| 4–5 days a week | 535 (7.3) | 500 (13.6) | 35 (1.0) | |||
| 6–7 days a week | 1,005 (13.7) | 956 (26.0) | 49 (1.3) | 2726.933 | <0.001 | |
| Online gaming time on weekdays: | ||||||
| Do not play | 3,415 (47.9) | 1,107 (31.0) | 2,308 (65.0) | |||
| Less than one hour | 1,306 (18.3) | 649 (18.2) | 657 (18.5) | |||
| 1–2 hours | 1,042 (14.6) | 708 (19.8) | 334 (9.4) | |||
| >2–5 hours | 914 (12.8) | 730 (20.4) | 184 (5.2) | |||
| More than 5 hours | 450 (6.3) | 381 (10.7) | 69 (1.9) | 1099.083 | <0.001 | |
| Online gaming time on weekends: | ||||||
| Do not play | 2,438 (34.5) | 638 (18.0) | 1,800 (51.1) | |||
| Less than one hour | 1,342 (19.0) | 529 (14.9) | 813 (23.1) | |||
| >2–5 hours | 1,217 (17.2) | 918 (25.9) | 299 (8.5) | |||
| More than 5 hours | 766 (10.8) | 684 (19.3) | 82 (2.3) | 1451.883 | <0.001 | |
| Fun/Social motives to play: | ||||||
| Medium–high Fun/Social | 2,915 (68.2) | 2,345 (81.5) | 570 (40.9) | |||
| Low Fun/Social | 1,357 (31.8) | 534 (18.5) | 823 (59.1) | 711.579 | 0.240 | |
| Demand/Status motives to play: | ||||||
| Low–medium Demand/Status | 3,282 (79.0) | 2,107 (74.3) | 1,175 (89.4) | |||
| High Demand/Status | 870 (21.0) | 730 (25.7) | 140 (10.6) | 123.446 | <0.001 | |
| Escape motives to play: | ||||||
| Low–medium Escape | 3,207 (77.2) | 2,122 (74.9) | 1,085 (82.3) | |||
| High Escape | 945 (22.8) | 712 (25.1) | 233 (17.7) | 28.366 | <0.001 |
Spearman’s rho correlations between study variables.
| Factors | 1 | 2a | 3a | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
| 1. Age groups | 1 | –0.015 | 0.033** | –0.083*** | 0.193*** | 0.055*** | –0.095*** | –0.056*** | 0.128*** | –0.136*** | 0.032* | –0.041** | 0.024ns | 0.055*** | 0.041*** | 0.071*** |
| 2. Sexa | 1 | 0.005 | –0.065*** | –0.115*** | 0.028* | –0.304*** | –0.604*** | –0.389*** | –0.449*** | –0.447*** | –0.317*** | –0.125*** | 0.238*** | 0.174*** | 0.345*** | |
| 3. Parents’ country of birtha | 1 | –0.062*** | –0.008 | 0.023* | –0.011 | –0.023 | –0.014 | 0.001 | –0.028ns | –0.003ns | –0.035* | 0.058*** | 0.027* | 0.013ns | ||
| 4. Socio-economic status | 1 | –0.066*** | –0.120*** | 0.000 | 0.050*** | –0.005 | 0.034** | 0.045** | –0.003 | –0.113*** | –0.159*** | –0.096*** | –0.170*** | |||
| 5. Body mass index | 1 | 0.017 | 0.048*** | 0.080*** | 0.116*** | 0.055*** | 0.049** | 0.057*** | 0.072*** | 0.038*** | 0.026* | –0.001 | ||||
| 6. Physical activity | 1 | 0.019 | 0.016 | 0.082*** | 0.043*** | –0.011 | 0.022 | 0.121*** | 0.107*** | 0.010 | 0.112*** | |||||
| 7. Single player frequency | 1 | 0.349*** | 0.257*** | 0.349*** | 0.171*** | 0.106*** | 0.121*** | –0.059*** | –0.028* | –0.103*** | ||||||
| 8. Multiplayer online frequency | 1 | 0.598*** | 0.689*** | 0.565*** | 0.379*** | 0.248*** | –0.101*** | –0.085*** | –0.170*** | |||||||
| 9. Online gaming time weekdays | 1 | 0.713*** | 0.415*** | 0.339*** | 0.284*** | 0.053*** | 0.021 | –0.013 | ||||||||
| 10. Online gaming time weekends | 1 | 0.501*** | 0.365*** | 0.273*** | –0.034** | –0.049*** | –0.096*** | |||||||||
| 11. Fun/Social, gaming motive index | 1 | 0.556*** | 0.410*** | –0.048** | –0.052*** | –0.120*** | ||||||||||
| 12. Demand/Status, gaming motive index | 1 | 0.631*** | 0.144*** | 0.073*** | 0.043** | |||||||||||
| 13. Escape, gaming motive index | 1 | 0.293*** | 0.159*** | 0.210*** | ||||||||||||
| 14. Depressive symptoms | 1 | 0.365*** | 0.575*** | |||||||||||||
| 15. Musculoskeletal symptoms index | 1 | 0.466*** | ||||||||||||||
| 16. Psychosomatic symptoms index | 1 |
aCramer’s V was used for nominal data.
*P ≤ 0.05 level (2-tailed).
**P ≤ 0.01 level (2-tailed).
***P ≤ 0.001 level (2-tailed).
ns = Non-significant.
Multivariate binary logistic regression analyses of gaming time and motives to play in relation to depressive, musculoskeletal, and psychosomatic symptoms.
| Depressive symptoms (DSM-IV) | Musculoskeletal symptoms | Psychosomatic symptoms | |||||||
| ORa | 95% CI | ORa | 95% CI | ORa | 95% CI | ||||
| Single player frequency | 1.013 | 0.575 | (0.967–1.060) | 1.030 | 0.304 | (0.974–1.089) | 1.003 | 0.927 | (0.950–1.058) |
| Multiplayer online frequency | 0.960 | 0.164 | (0.906–1.017) | 0.987 | 0.707 | (0.921–1.057) | 0.951 | 0.134 | (0.891–1.016) |
| Online gaming time on weekdays | 1.217 | <0.001 | (1.106–1.339) | 1.173 | 0.005 | (1.048–1.313) | 1.326 | <0.001 | (1.191–1.477) |
| Online gaming time on weekends | 0.911 | 0.081 | (0.821–1.011) | 0.960 | 0.521 | (0.847–1.087) | 0.895 | 0.063 | (0.797–1.006) |
| Low Fun/Social motive | 1.261 | 0.040 | (1.011–1.572) | 0.940 | 0.650 | (0.719–1.229) | 1.129 | 0.331 | (0.884–1.443) |
| High Demand/Status motive | 1.758 | <0.001 | (1.396–2.213) | 0.937 | 0.659 | (0.702–1.250) | 1.235 | 0.127 | (0.942–1.619) |
| High Escape motive | 3.382 | <0.001 | (2.723–4.200) | 1.960 | <0.001 | (1.511–2.543) | 2.460 | <0.001 | (1.920–3.152) |
aOdds ratio; adjusted for sex, age, body mass index, physical activity, parents’ country of birth, and socio-economic status.
Binary logistic regression analyses for the motives for playing combined with gaming time on weekdays in relation to depressive, musculoskeletal, and psychosomatic symptoms. The three different motives for playing models are presented in three separate analyses.
| Depressive symptoms | Musculoskeletal symptoms | Psychosomatic symptoms | |||||||
| %a | OR (95% CI)b | %a | OR (95% CI)b | %a | OR (95% CI)b | ||||
| Fun/Social motive: | |||||||||
| Non-gamers | 22.2 | 1.0 | 12.3 | 1.0 | 17.7 | 1.0 | |||
| High–medium Fun/Social, ≤2 h | 20.7 | <0.001 | 1.630 (1.338–1.986) | 11.8 | 0.001 | 1.488 (1.171–1.891) | 13.4 | <0.001 | 1.504 (1.197–1.890) |
| High–medium Fun/Social, >2–5 h | 20.1 | <0.001 | 1.661 (1.306–2.112) | 13.1 | <0.001 | 1.814 (1.365–2.409) | 12.1 | 0.002 | 1.582 (1.187–2.110) |
| High–medium Fun/Social, >5 h | 25.1 | <0.001 | 2.501 (1.851–3.399) | 12.1 | 0.001 | 1.882 (1.280–2.765) | 18.6 | <0.001 | 3.075 (2.176–4.345) |
| Low Fun/Social, ≤2 h | 28.7 | <0.001 | 1.491 (1.192–1.865) | 12.7 | 0.543 | 1.094 (0.819–1.462) | 22.5 | 0.001 | 1.489 (1.167–1.900) |
| Low Fun/Social, >2–5 h | 39.2 | <0.001 | 2.746 (1.656–4.551) | 18.9 | 0.034 | 1.927 (1.051–3.532) | 29.7 | 0.001 | 2.618 (1.515–4.525) |
| Low Fun/Social, >5 h | 44.2 | <0.001 | 3.693 (1.926–7.081) | 30.2 | <0.001 | 4.266 (2.147–8.477) | 30.2 | <0.001 | 3.576 (1.757–7.277) |
| Demand/Status motive: | |||||||||
| Non-gamers | 22.2 | 1.0 | 12.3 | 1.0 | 17.7 | 1.0 | |||
| Low–medium Demand/Status, ≤ 2 h | 21.2 | <0.001 | 1.381 (1.159–1.646) | 12.4 | 0.009 | 1.326 (1.074–1.637) | 16.7 | <0.001 | 1.512 (1.248–1.832) |
| Low–medium Demand/Status, >2–5 h | 18.6 | 0.006 | 1.434 (1.106–1.859) | 13.2 | <0.001 | 1.693 (1.259–2.275) | 12.6 | 0.007 | 1.510 (1.120–2.038) |
| Low–medium Demand/Status, >5 h | 23.5 | 0.003 | 1.882 (1.246–2.843) | 13.6 | 0.015 | 1.830 (1.126–2.976) | 16.7 | 0.002 | 2.133 (1.334–3.412) |
| High Demand/Status, ≤2 h | 32.6 | <0.001 | 3.749 (2.724–5.158) | 9.8 | 0.323 | 1.263 (0.795–2.006) | 14.4 | 0.002 | 1.907 (1.263–2.880) |
| High Demand/Status, >2–5 h | 32.1 | <0.001 | 3.773 (2.639–5.396) | 14.3 | 0.002 | 2.027 (1.288–3.191) | 16.8 | <0.001 | 2.569 (1.655–3.986) |
| High Demand/Status, >5 h | 31.0 | <0.001 | 3.930 (2.756–5.606) | 14.2 | <0.001 | 2.281 (1.460–3.564) | 23.5 | <0.001 | 4.617 (3.115–6.843) |
| Escape motive: | |||||||||
| Non-gamers | 22.2 | 1.0 | 12.3 | 1.0 | 17.7 | 1.0 | |||
| Low–medium Escape, ≤2 h | 18.4 | 0.056 | 1.196 (0.995–1.437) | 10.6 | 0.217 | 1.151 (0.921–1.440) | 14.0 | 0.018 | 1.278 (1.043–1.566) |
| Low–medium Escape, >2–5 h | 14.7 | 0.294 | 1.164 (0.887–1.544) | 10.7 | 0.035 | 1.418 (1.025–1.961) | 9.4 | 0.315 | 1.190 (0.848–1.669) |
| Low–medium Escape, >5 h | 18.1 | 0.077 | 1.472 (0.958–2.262) | 11.9 | 0.040 | 1.674 (1.025–2.734) | 15.8 | <0.001 | 2.340 (1.481–3.698) |
| High Escape, ≤2 h | 42.9 | <0.001 | 4.264 (3.224–5.641) | 18.0 | <0.001 | 2.079 (1.481–2.920) | 27.1 | <0.001 | 3.107 (2.269–4.254) |
| High Escape, >2–5 h | 39.9 | <0.001 | 4.165 (3.020–5.744) | 20.2 | <0.001 | 2.695 (1.851–3.923) | 24.4 | <0.001 | 3.266 (2.259–4.723) |
| High Escape, >5 h | 37.3 | <0.001 | 4.614 (3.230–6.590) | 16.1 | <0.001 | 2.494 (1.598–3.892) | 25.0 | <0.001 | 4.437 (2.966–6.637) |
aPercentages within each subgroup within each model with depressive symptoms, many musculoskeletal symptoms, and many psychosomatic symptoms.
bOdds ratio; adjusted for sex, age, body mass index, physical activity, parents’ country of birth, and socio-economic status.
Binary logistic regression analyses for the motives for playing combined with gaming time on weekends in relation to depressive, musculoskeletal, and psychosomatic symptoms. The three different motives for playing models are presented in three separate analyses.
| Depressive symptoms | Musculoskeletal symptoms | Psychosomatic symptoms | |||||||
| %a | OR (95% CI)b | %a | OR (95% CI)b | %a | OR (95% CI)b | ||||
| Fun/Social motive: | |||||||||
| Non-gamers | 27.5 | 1.0 | 14.7 | 1.0 | 22.3 | 1.0 | |||
| High–medium Fun/Social, ≤ 2 h | 19.2 | 0.181 | 1.154 (0.935–1.425) | 10.9 | 0.344 | 1.134 (0.874–1.470) | 12.2 | 0.868 | 0.979 (0.767–1.251) |
| High–medium Fun/Social, >2–5 h | 14.3 | 0.562 | 0.930 (0.728–1.188) | 9.8 | 0.347 | 1.151 (0.858–1.544) | 11.1 | 0.318 | 1.151 (0.874–1.517) |
| High–medium Fun/Social, > 5 h | 24.9 | <0.001 | 1.947 (1.520–2.494) | 13.9 | <0.001 | 1.832 (1.352–2.483) | 15.2 | <0.001 | 1.842 (1.372–2.473) |
| Low Fun/Social, ≤ 2 h | 24.1 | 0.851 | 1.020 (0.829–1.255) | 12.1 | 0.638 | 0.939 (0.721–1.222) | 18.8 | 0.676 | 0.953 (0.759–1.196) |
| Low Fun/Social, >2–5 h | 30.0 | 0.037 | 1.546 (1.027–2.328) | 12.3 | 0.884 | 1.042 (0.602–1.803) | 21.5 | 0.169 | 1.381 (0.872–2.189) |
| Low Fun/Social, > 5 h | 37.8 | 0.016 | 2.245 (1.164–4.332) | 20.0 | 0.054 | 2.119 (0.986–4.552) | 24.4 | 0.069 | 1.998 (0.948–4.211) |
| Demand/Status motive: | |||||||||
| Non-gamers | 27.5 | 1.0 | 14.7 | 1.0 | 22.3 | 1.0 | |||
| Low–medium Demand/Status, ≤ 2 h | 18.8 | 0.518 | 0.942 (0.788–1.128) | 10.7 | 0.684 | 0.955 (0.765–1.192) | 14.4 | 0.350 | 0.910 (0.747–1.109) |
| Low–medium Demand/Status, >2–5 h | 16.0 | 0.949 | 1.008 (0.791–1.284) | 10.4 | 0.356 | 1.145 (0.859–1.527) | 12.0 | 0.475 | 1.104 (0.842–1.448) |
| Low–medium Demand/Status, > 5 h | 19.1 | 0.076 | 1.327 (0.971–1.813) | 14.2 | 0.002 | 1.765 (1.242–2.509) | 13.4 | 0.040 | 1.457 (1.017–2.088) |
| High Demand/Status, ≤ 2 h | 38.6 | <0.001 | 3.695 (2.654–5.143) | 15.1 | 0.014 | 1.701 (1.115–2.596) | 18.4 | 0.005 | 1.795 (1.197–2.690) |
| High Demand/Status, >2–5 h | 18.0 | 0.029 | 1.592 (1.049–2.417) | 8.4 | 0.855 | 1.054 (0.597–1.861) | 14.0 | 0.007 | 1.903 (1.191–3.042) |
| High Demand/Status, > 5 h | 34.9 | <0.001 | 3.734 (2.749–5.071) | 14.1 | 0.001 | 1.907 (1.288–2.823) | 19.1 | <0.001 | 2.667 (1.853–3.839) |
| Escape motive: | |||||||||
| Non-gamers | 27.8 | 1.0 | 14.7 | 1.0 | 22.3 | 1.0 | |||
| Low–medium Escape, ≤ 2 h | 16.9 | 0.070 | 0.843 (0.701–1.014) | 9.7 | 0.273 | 0.880 (0.700–1.106) | 12.6 | 0.039 | 0.806 (0.656–0.989) |
| Low–medium Escape, >2–5 h | 11.9 | 0.029 | 0.743 (0.569–0.969) | 8.4 | 0.668 | 0.934 (0.682–1.278) | 9.8 | 0.658 | 0.936 (0.698–1.255) |
| Low–medium Escape, > 5 h | 16.2 | 0.442 | 1.138 (0.818–1.583) | 11.3 | 0.068 | 1.425 (0.974–2.085) | 10.2 | 0.495 | 1.148 (0.772–1.706) |
| High Escape, ≤ 2 h | 47.5 | <0.001 | 3.955 (2.935–5.330) | 19.9 | <0.001 | 1.955 (1.369–2.791) | 28.6 | <0.001 | 2.364 (1.698–3.293) |
| High Escape, >2–5 h | 31.7 | <0.001 | 2.534 (1.804–3.559) | 16.1 | 0.004 | 1.836 (1.211–2.786) | 22.0 | <0.001 | 2.315 (1.573–3.406) |
| High Escape, > 5 h | 38.6 | <0.001 | 3.827 (2.842–5.153) | 17.9 | <0.001 | 2.346 (1.633–3.371) | 23.2 | <0.001 | 2.997 (2.128–4.221) |
aPercentages within each subgroup within each model with depressive symptoms, many musculoskeletal symptoms, and many psychosomatic symptoms.
bOdds ratio; adjusted for sex, age, body mass index, physical activity, parents’ country of birth, and socio-economic status.