| Literature DB >> 31402891 |
Juliane M von der Heiden1, Beate Braun2, Kai W Müller2, Boris Egloff1.
Abstract
Video gaming is an extremely popular leisure-time activity with more than two billion users worldwide (Newzoo, 2017). However, the media as well as professionals have underscored the potential dangers of excessive video gaming. With the present research, we aimed to shed light on the relation between video gaming and gamers' psychological functioning. Questionnaires on personality and psychological health as well as video gaming habits were administered to 2,734 individuals (2,377 male, 357 female, M age = 23.06, SD age = 5.91). Results revealed a medium-sized negative correlation between problematic video gaming and psychological functioning with regard to psychological symptoms, affectivity, coping, and self-esteem. Moreover, gamers' reasons for playing and their preferred game genres were differentially related to psychological functioning with the most notable findings for distraction-motivated players as well as action game players. Future studies are needed to examine whether these psychological health risks reflect the causes or consequences of video gaming.Entities:
Keywords: computer games; coping; game genres; psychological health; video gaming behavior
Year: 2019 PMID: 31402891 PMCID: PMC6676913 DOI: 10.3389/fpsyg.2019.01731
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Associations between potentially problematic video gaming and psychological functioning.
| General psychopathology | 0.28∗∗∗ | 0.31∗∗∗ |
| Self-distraction | 0.13∗∗∗ | 0.14∗∗∗ |
| Denial | 0.17∗∗∗ | 0.16∗∗∗ |
| Substance use | 0.15∗∗∗ | 0.15∗∗∗ |
| Venting | 0.09∗∗∗ | 0.14∗∗∗ |
| Self-blame | 0.23∗∗∗ | 0.24∗∗∗ |
| Behavioral disengagement | 0.24∗∗∗ | 0.24∗∗∗ |
| Acceptance | 0.17∗∗∗ | 0.16∗∗∗ |
| Active coping | –0.13∗∗∗ | –0.11∗∗∗ |
| Planning | –0.14∗∗∗ | –0.11∗∗∗ |
| Positive reframing | –0.06∗∗ | –0.05∗∗ |
| Positive affect in general | –0.15∗∗∗ | –0.16∗∗∗ |
| Negative affect in general | 0.22∗∗∗ | 0.23∗∗∗ |
| Positive affect while playing | 0.24∗∗∗ | 0.21∗∗∗ |
| Negative affect while playing | 0.29∗∗∗ | 0.26∗∗∗ |
| Shyness | 0.20∗∗∗ | 0.21∗∗∗ |
| Loneliness | 0.16∗∗∗ | 0.16∗∗∗ |
| Preference for solitude | 0.18∗∗∗ | 0.22∗∗∗ |
| Life satisfaction | –0.20∗∗∗ | –0.21∗∗∗ |
| Self-esteem | –0.27∗∗∗ | –0.28∗∗∗ |
| Self-efficacy | –0.16∗∗∗ | –0.17∗∗∗ |
| Social support | –0.20∗∗∗ | –0.18∗∗∗ |
| Friends and acquaintances offline | –0.09∗∗∗ | –0.13∗∗∗ |
| Friends and acquaintances online | 0.21∗∗∗ | 0.20∗∗∗ |
| Grade point average | 0.24∗∗∗ | 0.22∗∗∗ |
Associations between reasons for playing video games and psychological functioning.
| General psychopathology | 0.07∗∗ | 0.26∗∗∗ | 0.04+ | 0.01 | 0.09∗∗∗ | 0.08∗∗∗ | 0.06∗∗ | 0.13∗∗∗ | 0.09∗∗∗ | 0.09∗∗∗ |
| Self-distraction | 0.08∗∗∗ | 0.15∗∗∗ | 0.09∗∗∗ | 0.07∗∗∗ | 0.19∗∗∗ | 0.09∗∗∗ | –0.01 | 0.11∗∗∗ | 0.05* | 0.13∗∗∗ |
| Denial | 0.04* | 0.15∗∗∗ | –0.02 | 0.01 | 0.08∗∗∗ | 0.13∗∗∗ | 0.07∗∗∗ | 0.18∗∗∗ | 0.09∗∗∗ | 0.04* |
| Substance use | 0.04+ | 0.13∗∗∗ | –0.01 | –0.01 | –0.03 | 0.01 | 0.02 | 0.04* | 0.08∗∗∗ | 0.04+ |
| Venting | 0.04* | 0.12∗∗∗ | 0.03 | 0.02 | 0.06∗∗ | 0.08∗∗∗ | 0.01 | 0.10∗∗∗ | 0.08∗∗∗ | 0.06∗∗ |
| Self-blame | 0.07∗∗∗ | 0.18∗∗∗ | 0.02 | 0.02 | 0.04+ | 0.00 | 0.03 | 0.06∗∗ | 0.06∗∗ | 0.06∗∗ |
| Behavioral disengagement | 0.08∗∗∗ | 0.16∗∗∗ | 0.03+ | –0.02 | 0.05∗∗ | 0.05* | 0.02 | 0.12∗∗∗ | 0.08∗∗∗ | 0.07∗∗∗ |
| Acceptance | 0.09∗∗∗ | 0.10∗∗∗ | 0.03 | 0.07∗∗∗ | 0.02 | 0.04+ | 0.02 | 0.07∗∗∗ | 0.05∗∗ | 0.06∗∗ |
| Active coping | −0.04* | –0.10∗∗∗ | 0.06∗∗ | 0.06∗∗ | 0.07∗∗∗ | 0.07∗∗∗ | 0.03 | –0.00 | 0.02 | 0.08∗∗∗ |
| Planning | –0.05∗∗ | –0.09∗∗∗ | 0.06∗∗ | 0.05∗∗ | 0.06∗∗ | 0.06∗∗ | 0.05* | 0.00 | 0.02 | 0.09∗∗∗ |
| Positive reframing | −0.04* | –0.05∗∗ | 0.06∗∗ | 0.07∗∗∗ | 0.11∗∗∗ | 0.11∗∗∗ | 0.06∗∗ | 0.06∗∗ | 0.04* | 0.13∗∗∗ |
| Positive affect in general | –0.06∗∗ | –0.10∗∗∗ | –0.01 | 0.05* | 0.05* | 0.10∗∗∗ | 0.08∗∗∗ | 0.00 | –0.00 | 0.07∗∗∗ |
| Negative affect in general | 0.04+ | 0.20∗∗∗ | 0.05* | 0.01 | 0.08∗∗∗ | 0.06∗∗ | –0.01 | 0.08∗∗∗ | 0.09∗∗∗ | 0.09∗∗∗ |
| Positive affect while playing | 0.07∗∗ | 0.09∗∗∗ | 0.13∗∗∗ | 0.19∗∗∗ | 0.21∗∗∗ | 0.19∗∗∗ | 0.20∗∗∗ | 0.15∗∗∗ | 0.19∗∗∗ | 0.20∗∗∗ |
| Negative affect while playing | 0.07∗∗ | 0.16∗∗∗ | 0.00 | 0.00 | 0.05∗∗ | 0.10∗∗ | 0.07∗∗∗ | 0.15∗∗∗ | 0.13∗∗∗ | 0.13∗∗∗ |
| Shyness | 0.09∗∗∗ | 0.15∗∗∗ | 0.10∗∗∗ | 0.02 | 0.08∗∗∗ | 0.03 | –0.03 | 0.06∗∗ | 0.05∗∗ | 0.05∗∗ |
| Loneliness | 0.07∗∗∗ | 0.18∗∗∗ | 0.00 | –0.06∗∗ | 0.02 | –0.01 | 0.02 | 0.09∗∗∗ | 0.01 | 0.04+ |
| Preference for solitude | 0.07∗∗ | 0.16∗∗∗ | 0.13∗∗∗ | 0.15∗∗∗ | 0.14∗∗∗ | 0.07∗∗∗ | –0.03 | 0.04* | 0.10∗∗∗ | 0.10∗∗∗ |
| Life satisfaction | −0.04* | –0.19∗∗∗ | –0.01 | 0.04* | –0.02 | –0.00 | 0.01 | −0.04* | –0.00 | –0.01 |
| Self-esteem | −0.04+ | –0.21∗∗∗ | −0.05* | 0.02 | –0.05∗∗ | 0.00 | 0.00 | –0.09∗∗∗ | –0.07∗∗ | −0.04* |
| Self-efficacy | –0.03 | –0.15∗∗∗ | −0.05* | 0.04* | –0.00 | 0.05∗∗ | 0.09∗∗∗ | –0.08∗∗∗ | –0.02 | 0.00 |
| Social Support | −0.05* | –0.12∗∗∗ | –0.01 | 0.05∗∗ | 0.00 | –0.01 | 0.01 | −0.04* | −0.04+ | –0.03 |
| Friends and acquaintances offline | –0.07∗∗∗ | –0.07∗∗∗ | –0.12∗∗∗ | −0.04* | –0.09∗∗∗ | 0.01 | 0.09∗∗∗ | 0.01 | −0.04* | –0.08∗∗∗ |
| Friends and acquaintances online | 0.03 | 0.03+ | –0.06∗∗ | 0.02 | 0.04+ | 0.14∗∗∗ | 0.42∗∗∗ | 0.12∗∗∗ | 0.06∗∗ | –0.02 |
| Grade point average | 0.06∗∗ | 0.12∗∗∗ | 0.03 | 0.03 | 0.04* | 0.03 | 0.07∗∗∗ | 0.09∗∗∗ | 0.10∗∗∗ | 0.07∗∗ |
Associations between preferred video game genre and psychological functioning.
| General psychopathology | 0.06∗∗ | 0.01 | 0.06∗∗∗ | 0.07∗∗∗ | 0.07∗∗∗ |
| Self-distraction | 0.07∗∗ | 0.04* | 0.07∗∗∗ | 0.12∗∗∗ | 0.12∗∗∗ |
| Denial | 0.06∗∗ | –0.03 | 0.06∗∗ | –0.01 | 0.08∗∗∗ |
| Substance use | –0.00 | −0.04* | 0.05* | 0.00 | 0.02 |
| Venting | 0.06∗∗ | −0.05* | 0.04* | 0.04+ | 0.07∗∗∗ |
| Self-blame | 0.02 | 0.03+ | –0.01 | 0.06∗∗ | 0.02 |
| Behavioral disengagement | 0.05* | 0.03 | 0.03+ | 0.05* | 0.02 |
| Acceptance | 0.01 | –0.01 | 0.06∗∗ | 0.02 | 0.03+ |
| Active coping | –0.01 | 0.05* | 0.02 | 0.01 | 0.06∗∗ |
| Planning | 0.03 | 0.09∗∗∗ | 0.03 | 0.02 | 0.05∗∗ |
| Positive reframing | 0.01 | 0.03 | 0.05∗∗ | –0.00 | 0.09∗∗∗ |
| Positive affect in general | 0.04+ | 0.00 | 0.07∗∗∗ | –0.07∗∗∗ | 0.10∗∗∗ |
| Negative affect in general | 0.06∗∗ | 0.02 | 0.05* | 0.09∗∗∗ | 0.04+ |
| Positive affect while playing | 0.01 | 0.07∗∗∗ | 0.21∗∗∗ | 0.06∗∗ | 0.11∗∗∗ |
| Negative affect while playing | 0.02 | 0.01 | 0.13∗∗∗ | 0.01 | 0.07∗∗∗ |
| Shyness | 0.03 | 0.04* | –0.02 | 0.13∗∗∗ | –0.03 |
| Loneliness | 0.04+ | 0.00 | –0.01 | 0.07∗∗ | 0.01 |
| Preference for solitude | –0.00 | 0.03+ | 0.03 | 0.12∗∗∗ | −0.03+ |
| Life satisfaction | –0.00 | –0.01 | –0.01 | –0.06∗∗ | 0.01 |
| Self-esteem | –0.01 | 0.00 | −0.03+ | –0.12∗∗∗ | –0.00 |
| Self-efficacy | –0.02 | 0.03 | 0.03 | –0.05∗∗ | 0.04+ |
| Social support | –0.00 | –0.03 | –0.00 | –0.05∗∗ | 0.03 |
| Friends and acquaintances offline | 0.00 | –0.01 | 0.01 | –0.10∗∗∗ | 0.09∗∗∗ |
| Friends and acquaintances online | –0.01 | 0.07∗∗ | 0.08∗∗∗ | 0.05∗∗ | 0.05∗∗ |
| Grade point average | 0.06∗∗ | –0.06∗∗ | 0.12∗∗∗ | 0.03 | 0.03 |
Prediction of potentially problematic video game use by psychological functioning variables.
| 1 | Constant | < 0.001 | |
| Sex | 0.16∗∗∗ | < 0.001 | |
| Age | –0.14∗∗∗ | < 0.001 | |
| 2 | Constant | < 0.01 | |
| Sex | 0.11∗∗∗ | < 0.001 | |
| Age | –0.10∗∗∗ | < 0.001 | |
| General psychopathology | 0.15∗∗∗ | < 0.001 | |
| Self-distraction | 0.01 | 0.55 | |
| Denial | 0.03 | 0.11 | |
| Substance use | 0.04* | 0.02 | |
| Venting | −0.04* | 0.04 | |
| Self-blame | 0.06∗∗ | < 0.01 | |
| Behavioral disengagement | 0.01 | 0.56 | |
| Acceptance | 0.06∗∗ | < 0.01 | |
| Active coping | –0.02 | 0.47 | |
| Planning | –0.07∗∗ | < 0.01 | |
| Positive reframing | 0.00 | 0.98 | |
| Positive affect in general | –0.08∗∗∗ | < 0.001 | |
| Negative affect in general | –0.04 | 0.11 | |
| Positive affect while playing | 0.20∗∗∗ | < 0.001 | |
| Negative affect while playing | 0.09∗∗∗ | < 0.001 | |
| Shyness | 0.01 | 0.75 | |
| Loneliness | –0.02 | 0.27 | |
| Preference for solitude | 0.08∗∗∗ | < 0.001 | |
| Life satisfaction | –0.01 | 0.68 | |
| Self-esteem | −0.06* | 0.03 | |
| Self-efficacy | 0.04 | 0.12 | |
| Social support | –0.01 | 0.71 | |
| Friends and acquaintances offline | –0.12∗∗∗ | < 0.001 | |
| Friends and acquaintances online | 0.21∗∗∗ | < 0.001 | |
| Grade point average | 0.11∗∗∗ | < 0.001 | |