Literature DB >> 33960954

Leisure and Problem Gaming Behaviors Among Children and Adolescents During School Closures Caused by COVID-19 in Hong Kong: Quantitative Cross-sectional Survey Study.

Paul W C Wong1, Shimin Zhu2, Yanqiong Zhuang2, Paul Lee3, Jessica Chi-Mei Li2.   

Abstract

BACKGROUND: School closures during the COVID-19 pandemic may have exacerbated students' loneliness, addictive gaming behaviors, and poor mental health. These mental health issues confronting young people are of public concern.
OBJECTIVE: This study aimed to examine the associations between loneliness and gaming addiction behaviors among young people in Hong Kong and to investigate how familial factors, psychological distress, and gender differences moderate these relationships.
METHODS: This cross-sectional study was conducted in June 2020 when schools reopened after 6 months of school closures. Participants included 2863 children and adolescents in primary (Grades 4 to 6) and secondary (Grades 7 and 8) schools (female participants: 1502/2863, 52.5%). Chi-square tests, one-way analyses of variance, and independent-samples t tests were performed to compare the differences of distribution in gaming addiction behaviors across gender, age, and other sociodemographic characteristics. Multinomial logistic regression analyses were conducted to identify factors that relate to excessive or pathological gaming behaviors separately, in comparison with leisure gaming.
RESULTS: A total of 83.0% (2377/2863) of the participants played video games during the COVID-19 pandemic. The prevalence of excessive and pathological game addiction behaviors was 20.9% (597/2863) and 5.3% (153/2863), respectively. More male students had gaming addiction symptoms than female students. The multinomial logistic regressions showed that feeling lonely was associated with more problematic gaming behaviors, and the association was stronger for older female students. Low socioeconomic status, less parental support and less supervision, and poor mental health were risk factors for gaming addiction behaviors, especially among primary school students.
CONCLUSIONS: Loneliness was associated with gaming addiction behaviors; the findings from this study suggested that this association was similar across gender and age groups among young people. Familial support and supervision during school closures can protect young people from developing problematic gaming behaviors. Results of this study have implications for prevention and early intervention on behalf of policy makers and game developers. ©Shimin Zhu, Yanqiong Zhuang, Paul Lee, Jessica Chi-Mei Li, Paul W C Wong. Originally published in JMIR Serious Games (https://games.jmir.org), 07.05.2021.

Entities:  

Keywords:  COVID-19; COVID-19 lockdown; excessive gaming; familial factors; leisure gaming; loneliness; pathological gaming; school closure

Year:  2021        PMID: 33960954     DOI: 10.2196/26808

Source DB:  PubMed          Journal:  JMIR Serious Games            Impact factor:   4.143


  21 in total

1.  Evaluating the daily life of child and adolescent psychiatric outpatients during temporary school closure over COVID-19 pandemic: A single-center case-control study in Japan.

Authors:  Yoshinori Sasaki; Shoko Sasaki; Hikaru Sunakawa; Yusuke Toguchi; Shuichi Tanese; Kiyoshi Saito; Rena Shinohara; Toshinari Kurokouchi; Kaori Sugimoto; Kotoe Itagaki; Yukino Yoshida; Saori Namekata; Momoka Takahashi; Ikuhiro Harada; Yuki Hakosima; Kumi Inazaki; Yuta Yoshimura; Yuki Mizumoto; Takayuki Okada; Masahide Usami
Journal:  Glob Health Med       Date:  2022-06-30

Review 2.  [Psychological and behavioral problems in children and adolescents during the coronavirus disease 2019 epidemic: a Scoping review].

Authors:  Jin-Cao Zhi; Fei Pei; Shi-Wen Zhang; Mei-Ling Huang; Ming-Yue Zhao; Yan Wang
Journal:  Zhongguo Dang Dai Er Ke Za Zhi       Date:  2022-07-15

3.  Video Game Addictive Symptom Level, Use Intensity, and Hedonic Experience: Cross-sectional Questionnaire Study.

Authors:  Jeeyoon Kim; Ignatius Ijere; Shane Sanders; Bhavneet Walia
Journal:  JMIR Serious Games       Date:  2022-06-09       Impact factor: 3.364

4.  Leisure Time Use and Adolescent Mental Well-Being: Insights from the COVID-19 Czech Spring Lockdown.

Authors:  Alina Cosma; Jan Pavelka; Petr Badura
Journal:  Int J Environ Res Public Health       Date:  2021-12-05       Impact factor: 3.390

5.  Predicting Video Game Addiction Through the Dimensions of Consumer Video Game Engagement: Quantitative and Cross-sectional Study.

Authors:  Amir Zaib Abbasi; Umair Rehman; Helmut Hlavacs; Zahra Afaq; Mir Abdur Rafeh; Mohammed A Mamun; Muhammad Umair Shah
Journal:  JMIR Serious Games       Date:  2021-11-26       Impact factor: 4.143

6.  Relationship Between Illness Representations and Symptoms of Internet Gaming Disorder Among Young People: Cross-Lagged Model.

Authors:  Xue Yang; Kei Man Wong; Rui She; Chengjia Zhao; Nani Ding; Huihui Xu; Xiaolian Tu; Xinyi Lai; Guohua Zhang
Journal:  JMIR Serious Games       Date:  2021-11-30       Impact factor: 4.143

7.  Gaming among Children and Adolescents during the COVID-19 Lockdown: The Role of Parents in Time Spent on Video Games and Gaming Disorder Symptoms.

Authors:  Maria Anna Donati; Cristiana Alessia Guido; Giuliano De Meo; Alberto Spalice; Francesco Sanson; Carola Beccari; Caterina Primi
Journal:  Int J Environ Res Public Health       Date:  2021-06-21       Impact factor: 3.390

8.  The Mediating Role of Gaming Disorder in the Effect of Narcissism on Happiness in Children.

Authors:  Orhan Çevik; Orhan Koçak; Mustafa Z Younis; Elif Çevik
Journal:  Int J Environ Res Public Health       Date:  2021-07-03       Impact factor: 3.390

9.  The Nine-Item Internet Gaming Disorder Scale (IGDS9-SF): Its Psychometric Properties among Sri Lankan Students and Measurement Invariance across Sri Lanka, Turkey, Australia, and the USA.

Authors:  Amira Mohammed Ali; Rasmieh Al-Amer; Maha Atout; Tazeen Saeed Ali; Ayman M Hamdan Mansour; Haitham Khatatbeh; Abdulmajeed A Alkhamees; Amin Omar Hendawy
Journal:  Healthcare (Basel)       Date:  2022-03-07

Review 10.  The Comparative Efficacy of Treatments for Children and Young Adults with Internet Addiction/Internet Gaming Disorder: An Updated Meta-Analysis.

Authors:  Chuan-Hsin Chang; Yue-Cune Chang; Luke Yang; Ruu-Fen Tzang
Journal:  Int J Environ Res Public Health       Date:  2022-02-24       Impact factor: 3.390

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