| Literature DB >> 34040562 |
Sarah Kelly1, Thomas Magor1, Annemarie Wright2,3.
Abstract
This research addresses a lack of evidence on the positive and negative health outcomes of competitive online gaming and esports, particularly among young people and adolescents. Well-being outcomes, along with mitigation strategies were measured through a cross sectional survey of Australian gamers and non-gamers aged between 12 and 24 years, and parents of the 12-17-year-olds surveyed. Adverse health consequences were associated with heavy gaming, more so than light/casual gaming, suggesting that interventions that target moderated engagement could be effective. It provides timely insights in an online gaming landscape that has rapidly evolved over the past decade, and particularly during the COVID-19 pandemic, to include the hyper-connected, highly commercialized and rapidly growing online gaming and esports sector.Entities:
Keywords: adolescents; eSports; health; internet gaming; well-being; youth
Year: 2021 PMID: 34040562 PMCID: PMC8142893 DOI: 10.3389/fpsyg.2021.651530
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Description of key survey measures.
| Respondents' general life satisfaction using | The 11-point, single item scale ranging from 0 = “completely dissatisfied” 10 = “completely satisfied” in reponse to the statement, “thinking about your own life and your personal circumstances, how satisfied are you with your life as a whole?” originally developed by Diener et al. ( |
| Social connection with others | Levels of agreement with the statement “I feel connected with others” on a 6-point Likert scale ranging from 1= “strongly disagree” to 6= “strongly agree” (Nicholson and O'Halloran, |
| Medical consultation linked to gaming | Respondents indicated whether they had ever (within their lifetime) visited a health expert in relation to a health condition they considered to be linked to their gaming (including any visits to a physiotherapist, optometrist, psychologist, or general practice doctor in relation to a physical or mental health issue). |
| Physical Activity | • The number of days in a typical week that rigorous activity was engaged in for at least 1 h derived from a single item physical activity measure (O'Halloran et al., |
| Soft drink consumption | Ordinal variable ranging from none to more than five cups per day. |
| Alcohol Consumption | • Consumed an alcoholic drink in the 12 months prior |
| Incidence of smoking | Frequency of smoking was rated on a 5-point scale ranging from never to daily. |
| The incidence of experiencing trouble sleeping | Recorded on a 5-point ordinal scale ranging from never to three to four times per week. |
| Bullying as a result of gaming | Respondents were asked whether they had experienced any bullying that occurred at any point in time either online (e.g., on social media, during gaming sessions, etc.) or in person at school or at work. Examples of bullying were provided in the survey. The extent of bullying was dichotomised into high/low levels for those who had experienced bullying, with low frequency defined as “less than once or twice” and high frequency as “more than every few weeks” within the 4 weeks prior to completing the survey. |
| Mitigation strategies | A simple binary response to whether each of a list of mitigation strategies were being used (parents) (e.g., the setting of time limits on their child's gaming, ensuring physical activity, encouraging open lines of communication). |
| Gaming addiction | Gaming and Addiction Scale (adapted) for Adolescents (Lemmens et al., |
Figure 1Percentage of gamer types in each cohort.
Figure 2Overall life satisfaction (dichotomised) among minors.
Figure 3Means plot of hours sitting down on weekdays and weekends.
Figure 4Softdrink consumption among minors and young adults.