Literature DB >> 32151891

Real-world social support but not in-game social support is related to reduced depression and anxiety associated with problematic gaming.

Samuel M Tham1, Morgan E Ellithorpe2, Dar Meshi3.   

Abstract

Playing video games can become problematic, interfering with gamers' daily functioning. This problematic gaming is associated with negative mental health outcomes, such as depression and anxiety. Social support, provided in the real-world, can protect against mental health disorders such as depression and anxiety. However, previous research on gaming has found that real-world social support for gamers often decreases, while within-game social support increases. Importantly, it is currently unknown whether in-game social support can replace real-world social support in protecting problematic gamers from symptoms of depression and anxiety. To address this, we conducted an online survey (n = 361), recruiting participants from both a general university population and an online campus gaming (E-sports) group. We collected measures of problematic gaming, depression, anxiety, and both real-world and in-game social support, and then conducted a path analysis. In line with previous research, problematic gaming was significantly associated with decreased real-world social support and increased in-game social support. However, only real-world social support was then associated with reduced depression and anxiety, while in-game social support was unrelated to both. Problematic gaming also retained a significant direct effect on depression and anxiety. Maintaining real-world social support should be encouraged in the face of problematic gaming behaviors.
Copyright © 2020 Elsevier Ltd. All rights reserved.

Entities:  

Keywords:  Addiction; Anxiety; Depression; Gaming disorder; Problematic gaming; Social support

Mesh:

Year:  2020        PMID: 32151891     DOI: 10.1016/j.addbeh.2020.106377

Source DB:  PubMed          Journal:  Addict Behav        ISSN: 0306-4603            Impact factor:   3.913


  6 in total

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Authors:  Ana Monteiro Pereira; Júlio A Costa; Evert Verhagen; Pedro Figueiredo; João Brito
Journal:  Sports Med       Date:  2022-04-29       Impact factor: 11.928

2.  Contextualising video game engagement and addiction in mental health: the mediating roles of coping and social support.

Authors:  Clara E Moge; Daniela M Romano
Journal:  Heliyon       Date:  2020-11-16

3.  Reinforcer pathology of internet-related behaviors among college students: Data from six countries.

Authors:  Samuel F Acuff; Angelina Pilatti; Megan Collins; Leanne Hides; Nutankumar S Thingujam; Wen Jia Chai; Wai Meng Yap; Ruichong Shuai; Lee Hogarth; Adrian J Bravo; James G Murphy
Journal:  Exp Clin Psychopharmacol       Date:  2021-04-29       Impact factor: 3.492

4.  The Impact of Social Support on Public Anxiety amidst the COVID-19 Pandemic in China.

Authors:  Yibin Ao; Hao Zhu; Fanrong Meng; Yan Wang; Gui Ye; Linchuan Yang; Na Dong; Igor Martek
Journal:  Int J Environ Res Public Health       Date:  2020-12-06       Impact factor: 3.390

5.  The role of family intimacy in playing collaborative e-sports with a Switch device to predict the experience of flow and anxiety during COVID-19 lockdown.

Authors:  Jon-Chao Hong; Hsiao-Chi Juan; Wei-Chen Hung
Journal:  Comput Human Behav       Date:  2022-02-28

6.  A Double-Edged Impact of Social Smartphone Use on Smartphone Addiction: A Parallel Mediation Model.

Authors:  Kuo Chang; Xue Li; Lei Zhang; Hui Zhang
Journal:  Front Psychol       Date:  2022-02-07
  6 in total

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