| Literature DB >> 33192807 |
Alessandro Gabbiadini1, Cristina Baldissarri2, Federica Durante1, Roberta Rosa Valtorta2, Maria De Rosa2, Marcello Gallucci2.
Abstract
The ongoing pandemic of COVID-19 has forced governments to impose a lockdown, and many people have suddenly found themselves having to reduce their social relations drastically. Given the exceptional nature of similar situations, only a few studies have investigated the negative psychological effects of forced social isolation and how they can be mitigated in a real context. In the present study, we investigated whether the amount of digital communication technology use for virtual meetings (i.e., voice and video calls, online board games and multiplayer video games, or watching movies in party mode) during the lockdown promoted the perception of social support, which in itself mitigated the psychological effects of the lockdown in Italy. Data were collected in March 2020 (N = 465), during the lockdown imposed to reduce the COVID-19 spread. The results indicated that the amount of digital technology use reduced feelings of loneliness, anger/irritability, and boredom and increased belongingness via the perception of social support. The present study supported the positive role of digital technologies in maintaining meaningful social relationships even during an extreme situation such as a lockdown. Implications such as the need to reduce the digital divide and possible consequences of the ongoing pandemic are discussed.Entities:
Keywords: COVID-19; digital technology; negative affect; social isolation; social support
Year: 2020 PMID: 33192807 PMCID: PMC7609360 DOI: 10.3389/fpsyg.2020.554678
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Mean comparisons for the frequency of technology use before and during the lockdown.
| Use of technologies | Mean pre-lockdown (SD) | Mean during lockdown (SD) | Cohen’s | |
| Video calls for virtual dinner/lunch | 1.15 (0.57) | 1.67 (1.08) | 0.45 | |
| Video calls for leisure meeting | 1.46 (0.98) | 3.05 (1.58) | 0.93 | |
| Streaming movies in party mode | 1.57 (1.13) | 1.88 (1.56) | 0.27 | |
| Online board games | 1.46 (1.15) | 2.07 (1.65) | 0.52 | |
| Multiplayer online video games | 1.33 (0.97) | 1.57 (1.32) | 0.27 | |
| Making or receiving voice calls from friends, partner, and family | 3.56 (1.68) | 4.28 (1.53) | 0.48 | |
| Making or receiving voice calls for work/school | 2.56 (1.92) | 2.37 (1.80) | 0.13 | |
| Making or receiving video calls for work/school | 1.30 (0.91) | 2.43 (1.62) | 0.69 |
Descriptive statistics and correlations among variables.
| 1 | Age | − | 31.26 | 13.19 | ||||||||||||||||
| 2 | Gender | − | − | − | −0.163** | |||||||||||||||
| 3 | Days of isolation | − | 14.15 | 7.18 | −0.206** | 0.075 | ||||||||||||||
| 4 | Number of exits | − | 2.36 | 1.63 | 0.358** | –0.089 | −0.550** | |||||||||||||
| 5 | Number of persons living with | − | 2.96 | 1.30 | −0.283** | 0.027 | 0.075 | −0.118* | ||||||||||||
| 6 | House sqm | − | 123.09 | 77.09 | −0.106* | 0.002 | 0.085 | –0.055 | 0.357** | |||||||||||
| 7 | Past technology use | − | 1.75 | 0.55 | 0.168** | −0.149** | –0.013 | 0.012 | –0.074 | –0.030 | ||||||||||
| 8 | Amount of technology use | − | 2.42 | 0.70 | −0.196** | –0.021 | 0.037 | −0.147** | –0.075 | 0.002 | 0.474** | |||||||||
| 9 | Past tech use for business/school | − | 1.92 | 1.18 | 0.353** | −0.165** | −0.194** | 0.233** | −0.158** | −0.113* | 0.183** | 0.056 | ||||||||
| 10 | Frequency tech use for business/school | − | 2.40 | 1.35 | 0.181** | −0.100* | –0.027 | 0.096* | –0.049 | –0.002 | 0.116* | 0.099* | 0.562** | |||||||
| 11 | Social support | 0.89 | 5.53 | 0.96 | 0.115* | 0.077 | –0.039 | –0.003 | 0.013 | 0.022 | 0.177** | 0.162** | 0.038 | –0.014 | ||||||
| 12 | Loneliness | 0.93 | 2.80 | 1.08 | −0.249** | 0.052 | 0.025 | –0.085 | 0.034 | 0.006 | −0.164** | –0.003 | –0.078 | –0.022 | −0.507** | |||||
| 13 | State boredom | 0.95 | 3.79 | 1.16 | −0.367** | 0.198** | 0.114* | −0.145** | 0.037 | –0.011 | −0.136** | 0.078 | −0.145** | −0.110* | −0.245** | 0.617** | ||||
| 14 | State irritability | 0.90 | 3.50 | 1.31 | −0.399** | 0.242** | 0.117* | −0.140** | 0.164** | 0.030 | −0.129** | 0.089 | −0.168** | –0.059 | −0.250** | 0.503** | 0.685** | |||
| 15 | State anger | 0.90 | 2.65 | 1.23 | −0.330** | 0.196** | 0.094* | –0.078 | 0.074 | 0.030 | –0.072 | 0.091* | −0.102* | –0.059 | −0.248** | 0.502** | 0.657** | 0.733** | ||
| 16 | State anxiety | 0.84 | 4.48 | 1.23 | −0.195** | 0.301** | –0.024 | –0.032 | 0.075 | –0.023 | −0.114* | 0.041 | –0.090 | –0.063 | –0.080 | 0.349** | 0.571** | 0.567** | 0.565** | |
| 17 | Belongingness | 0.80 | 4.53 | 1.01 | 0.187** | 0.128** | –0.003 | 0.004 | 0.019 | 0.015 | 0.091 | 0.125** | 0.056 | 0.029 | 0.428** | −0.311** | −0.230** | −0.223** | −0.213** | –0.039 |
Significant results of simple and multiple linear regressions.
| Age | Social support | 0.010 | 0.004 | 0.135 | 0.002 | 0.017 | =0.011 | |
| Gender | 0.267 | 0.103 | 0.121 | 0.064 | 0.469 | =0.010 | ||
| Past technology use | 0.310 | 0.082 | 0.179 | 0.150 | 0.471 | <0.001 | ||
| Age | Loneliness | –0.020 | 0.004 | –0.246 | –0.029 | –0.012 | <0.001 | |
| Past technology use | –0.257 | 0.091 | –0.131 | –0.437 | –0.078 | =0.005 | ||
| Age | Boredom | –0.031 | 0.004 | –0.352 | –0.040 | –0.022 | <0.001 | |
| Gender | 0.349 | 0.118 | 0.131 | 0.108 | 0.581 | =0.003 | ||
| Age | Anger/irritability | –0.033 | 0.004 | –0.365 | –0.041 | –0.024 | <0.001 | |
| Gender | 0.470 | 0.118 | 0.174 | 0.238 | 0.702 | <0.001 | ||
| Age | Anxiety | –0.014 | 0.005 | –0.155 | –0.024 | –0.005 | =0.003 | |
| Gender | 0.777 | 0.128 | 0.275 | 0.525 | 1.028 | <0.001 | ||
| Age | Belongingness | 0.019 | 0.004 | 0.243 | 0.011 | 0.027 | <0.001 | |
| Gender | 0.406 | 0.108 | 0.174 | 0.193 | 0.619 | <0.001 | ||
Significant components and direct and indirect effects.
| Predictors | Outcome | Components and direct effects | Indirect effect (completely standardized indirect effect) | Total effect | ||
| Amount of technology use | Social support | − | − | − | 0.06 | |
| Social support | Loneliness | IE = −0.15, 99% CI [−0.25, −0.06] (IE = -0.10, 99% CI [−0.16, −0.04]) | 0.30 | 0.06 | ||
| Amount of technology use | ||||||
| Social support | Boredom | IE = -0.08, 99% CI [−0.14, −0.02] (IE = −0.05, 99% CI [−0.08, −0.01]) | 0.20 | 0.15 | ||
| Amount of technology use | ||||||
| Social support | Anger/irritability | IE = −0.09, 99% CI [−0.16, −0.03] (IE = −0.05, 99% CI [−0.09, −0.02]) | 0.24 | 0.17 | ||
| Amount of technology use | ||||||
| Social support | Anxiety | IE = −0.03, 99% CI [−0.09, 0.006] (IE = −0.02, 99% CI [−0.05, 0.004]) | 0.12 | 0.11 | ||
| Amount of technology use | ||||||
| Social support | Belongingness | IE = 0.11, 99% CI [0.04, 0.20] (IE = 0.07, 99% CI [0.03, 0.13]) | 0.23 | 0.09 | ||
| Amount of technology use | ||||||
FIGURE 1Standardized regression coefficients for the indirect effects of technology usage during the lockdown on loneliness (A), boredom (B), anger and irritability (C), anxiety (D), and belongingness (E) through perceived social support. The total effect is in parentheses. ***p < 0.001.