| Literature DB >> 31821356 |
Andrzej Cudo1, Natalia Kopiś1, Emilia Zabielska-Mendyk1.
Abstract
The aim of our research was to investigate the predictors of Problematic Video Gaming (PVG) in emerging adulthood. From among the factors which were considered significant in previous studies, we decided to include the following in our research: empathy, self-esteem, self-efficacy and loneliness. Additionally, we wanted to examine which predictors have a direct or indirect effect on PVG in female and male emerging adult gamers group. Including a sample of 370 video game players (201 female gamers) aged 18-30 years (M = 21.66 years, SD = 2.83) participated in this study and were asked to complete self-report measures. The questionnaires included: Problem Videogame Playing Questionnaire, The Interpersonal Reactivity Index, Rosenberg Self-Esteem Scale, De Jong Gierveld Loneliness Scale, General Self-Efficacy Scale. Our results indicate that empathy dimension associated with personal distress, the time spent playing computer games per week is directly associated with PVG. Also, there were found full mediation between self-esteem, loneliness, self-efficacy and PVG via personal distress in emerging adult male gamers group. In emerging adult female gamers group personal distress fully mediated relation between self-esteem, self-efficacy and PVG. Our findings indicate that the time spent playing video games, as well as personal distress as a function of self-esteem, loneliness and self-efficacy, are predictors of problematic video gaming. Additionally, our results may lead to a better understanding of PVG among emerging adults. In particular, they may point to the importance of personal distress in relation to PVG during emerging adulthood, which is a developmental stage of many changes in social and professional life.Entities:
Year: 2019 PMID: 31821356 PMCID: PMC6903753 DOI: 10.1371/journal.pone.0226213
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Descriptive statistics and correlations between the variables in female and male gamers group.
| Female gamers | ||||||||||
| Variables | M | SD | 1 | 2 | 3 | 4 | 5 | 6 | 7 | |
| 1. problematic video gaming | 1.52 | 1.49 | ||||||||
| 2. game hours | 8.00 | 10.98 | 0.54 | |||||||
| 3. self-esteem | 28.37 | 5.91 | 0.12 | 0.18 | ||||||
| 4. self-efficacy | 30.23 | 4.65 | 0.02 | 0.05 | 0.49 | |||||
| 5. loneliness | 25.43 | 9.59 | 0.03 | 0.01 | -0.42 | -0.28 | ||||
| empathy | 6. empathic concern | 41.33 | 7.42 | -0.02 | 0.01 | 0.08 | 0.10 | -0.17 | ||
| 7. personal distress | 23.95 | 5.77 | 0.04 | -0.10 | -0.43 | -0.49 | 0.27 | 0.20 | ||
| 8. perspective taking | 33.67 | 5.77 | -0.05 | 0.05 | 0.04 | 0.05 | 0.01 | 0.44 | 0.04 | |
| Male gamers | ||||||||||
| Variables | M | SD | 1 | 2 | 3 | 4 | 5 | 6 | 7 | |
| 1. problematic video gaming | 2.09 | 1.80 | ||||||||
| 2. game hours | 15.00 | 15.14 | 0.39 | |||||||
| 3. self-esteem | 29.79 | 5.93 | -0.34 | -0.22 | ||||||
| 4. self-efficacy | 30.91 | 4.72 | -0.28 | -0.15 | 0.57 | |||||
| 5. loneliness | 24.83 | 9.37 | 0.29 | 0.09 | -0.57 | -0.46 | ||||
| empathy | 6. empathic concern | 36.88 | 7.25 | -0.01 | -0.12 | 0.03 | 0.06 | -0.03 | ||
| 7. personal distress | 21.08 | 6.07 | 0.39 | 0.05 | -0.54 | -0.58 | 0.43 | 0.15 | ||
| 8. perspective taking | 33.40 | 5.72 | -0.12 | -0.05 | 0.22 | 0.34 | -0.17 | 0.42 | -0.25 | |
***p < 0.001
**p < 0.01
*p < 0.05
Fig 1Structural model of relations between the analysed variables in the female group.
Fig 2Structural model of relations between the analysed variables in the male group.
Bootstrapping standardized indirect effects with 95% confidence intervals in female and male group.
| Female gamers | |||||
| Model pathways | Point | Standard | 95%CI | p | |
| Lower | Upper | ||||
| self-esteem—personal distress—PVG | -0.072 | 0.036 | -0.164 | -0.018 | 0.007 |
| self-efficacy—personal distress—PVG | -0.044 | 0.026 | -0.116 | -0.007 | 0.015 |
| loneliness—personal distress—PVG | 0.007 | 0.017 | -0.020 | 0.049 | 0.449 |
| self-esteem–gaming time—PVG | 0.137 | 0.041 | 0.056 | 0.219 | 0.001 |
| Male gamers | |||||
| Model pathways | Point | Standard | 95%CI | p | |
| Lower | Upper | ||||
| self-esteem—personal distress—PVG | -0.180 | 0.062 | -0.321 | -0.074 | 0.001 |
| self-efficacy—personal distress—PVG | -0.071 | 0.039 | -0.166 | -0.010 | 0.021 |
| loneliness—personal distress—PVG | 0.055 | 0.027 | 0.011 | 0.119 | 0.022 |
| self-esteem–gaming time—PVG | -0.105 | 0.046 | -0.209 | -0.025 | 0.011 |