| Literature DB >> 34909021 |
Alessandro Giardina1, Maria Di Blasi2, Adriano Schimmenti3, Daniel L King4, Vladan Starcevic5, Joël Billieux6.
Abstract
OBJECTIVE: The self-isolation measures employed during the COVID-19 pandemic made it dificult for basic needs to be met, thus increasing emotional distress. It has been suggested that socially meaningful online gaming bufered emotional distress during the lockdown. This study aimed to test the protective effect of online gaming during the lockdown and to investigate the diferences between highly involved gamers (those who play videogames intensely without adverse consequences) and problematic gamers in this regard.Entities:
Keywords: COVID-19; anxiety; depression; emotional distress; online gaming; problematic gaming
Year: 2021 PMID: 34909021 PMCID: PMC8629072 DOI: 10.36131/cnfioritieditore20210106
Source DB: PubMed Journal: Clin Neuropsychiatry ISSN: 1724-4935
Demographics, Psychosocial and Game-related variables: differences between pre- and COVID group
| Overall M (±SD) or N (%) | Pre-COVID (N =298) M (±SD) or N (%) | COVID (N =366) M (±SD) or N (%) | Ranges | t(df) | p |
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| Primary school | 3 | (0.5%) | 2 | (0.7%) | 1 | (0.3%) | // | // | // | // |
| Middle School | 158 | (23.8%) | 61 | (20.5%) | 97 | (26.5%) | // | // | // | // |
| High school | 440 | (66.3%) | 195 | (65.4%) | 245 | (66.9%) | // | // | // | // |
| Bachelor/Master's | 60 | (9.0%) | 39 | (3.1%) | 21 | (5.7%) | // | // | // | // |
| PhD | 3 | (0.5%) | 1 | (0.3%) | 2 | (0.5%) | // | // | // | // |
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| FPS | 514 | (77.4%) | 155 | (52%) | 356 | (98.1%) | // | // | // | // |
| BR | 344 | (51.8%) | 199 | (66.8%) | 145 | (39.1%) | // | // | // | // |
| MMORPG | 185 | (27.9%) | 117 | (39.3%) | 68 | (18.6%) | // | // | // | // |
| MOBA | 60 | (9%) | 39 | (13.1%) | 21 | (5.7%) | // | // | // | // |
| RTS | 56 | (8.4%) | 28 | (9.4%) | 28 | (7.7%) | // | // | // | // |
| Sport Games | 254 | (38.3%) | 100 | (33.6%) | 154 | (42.1%) | // | // | // | // |
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| Stable community | 385 | (58%) | 145 | (48.7%) | 240 | (65.6%) | // | // | // | // |
| Lone/casual companies | 279 | (42%) | 153 | (51.3%) | 126 | (34.4%) | // | // | // | // |
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| 21.47 (±16.46) | 20.20 (±16.3) | 22.51 (±16.50) | 1-135 | -1.798(662) | .073 | // | |||
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| 5.44 (±3.24) | 5.57 (±3.45) | 5.33 (±3.06) | 0-17 | .951(600) | .287 | // | |||
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| 2.14 (±1.25) | 2.19 (±1.26) | 2.09 (±1.24) | 1-5 | 1.095(662) | .274 | // | |||
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| 2.35 (±1.20) | 2.33 (±1.23) | 2.37 (±1.17) | 1-5 | -.462(662) | .664 | // | |||
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| 3.53 (±.957) | 3.48 (±1.02) | 3.56 (±.901) | 1-5 | -1.052(597) | .293 | // | |||
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| 2.76 (±1.27) | 2.81 (±1.28) | 2.73 (±1.27) | 1-5 | .762(662) | .447 | // | |||
Note. M = Mean; SD = Standard Deviation; df = degree of freedom; MOBA= Multiplayer Online Battle Arena; BR = Battle Royal; MMORPGs = Massively Multiplayer Online Role-Playing Games; FPS = First Person Shooter; RTS = Real Time Strategy; Degrees of freedom for Age, High-but-healthy Involvement, Problematic Gaming, Emotional Distress and Gaming Relaxation were adjusted according to results of Levene’s test.
Questionnaires used in the online survey and their (sub)scales
| Questionnaire | Likert scale | Variables assessed by questionnaires | Description of dimensions and examples of items | Reliability coefficient (α) |
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| Depression, Anxiety and Stress Scale-21 | 0-4 | Distress | Aggregated score of anxiety and depression symptoms (stress items are not taken into account) | .90 |
| Internet Gaming Disorder Test-10 | 0-3 | Problematic Gaming | Problematic gaming symptoms according to DSM-5 Internet Gaming Disorder criteria (APA, 2013) | .72 |
| Videogames Involvement Scale | 1-5 | High Involvement in Gaming (high-but- healthy involvement in online games) | Achievement and socially oriented adaptive gaming patterns (high involvement in gaming) | .82 |
| Gaming Compensation Items | 1-5 | Gaming Social Compensation |
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| Gaming Achievement Compensation |
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| Gaming Relaxation |
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| Gaming Emotional Coping |
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Note. Cronbach’s alpha is not reported for Gaming Compensation Items since each of the four constructs is assessed by means of only one item (see Methods).
Pearson correlations between Problematic Gaming, Gaming Involvement, Distress and Compensation through gaming
| Measures | 1. | 2. | 3. | 4. | 5. | 6. | 7. | 8. | 9. | 10. | 11. | 12. | 13. | 14. | 15. | 16. | 17. |
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| 1. Sex | 1 | ||||||||||||||||
| 2. Age | .140** | 1 | |||||||||||||||
| 3. Education | .085* | .234** | 1 | ||||||||||||||
| 4. FPS genre | -.212** | -.282** | -.124** | 1 | |||||||||||||
| 5. BR genre | .019 | -.083* | -.063 | -.24 | 1 | ||||||||||||
| 6. MMORPG genre | .026 | .262** | .134** | -.186** | -.107** | 1 | |||||||||||
| 7. MOBA genre | -.025 | .015 | .053 | -.081* | .031 | .179** | 1 | ||||||||||
| 8. RTS genre | -.019 | -.068 | -.016 | -.005 | .097* | .017 | -.020 | 1 | |||||||||
| 9. Sport Games | -.208** | -.122** | -.050 | .121** | .096* | -.137** -. | 108** | .018 | 1 | ||||||||
| 10. Hours/week | .024 | -.041 | -.033 | .056 | -.005 | .091* | .071 | -.028 | -.080* | 1 | |||||||
| 11. IGDT-10 | -.046 | -.133** | -.005 | .003 | .030 | .080* | .074 | -.011 | -.050 | .191** | 1 | ||||||
| 12. VIS | -.050 | -.141** | -.071 | .133** | -.045 | .134** | .113** | -.004 | -.134** | .331** | .502** | 1 | |||||
| 13. DASS-21 | .124** | -.097* | -.031 | -.044 | .058 | .085* | .058 | -.056 | -.089* | .140** | .509** | .235** | 1 | ||||
| 14. Social Comp. | .048 | -.110** | .015 | -.005 | -.021 | .115** | .075 | -.007 | -.090* | .135** | .333** | .334** | .262** | 1 | |||
| 15. Gaming Relax. | -.009 | -.082* | .002 | .098* | -.064 | .054 | .030 | -.003 | -.064 | .158** | .137** | .288** | .106** | .102** | 1 | ||
| 16. Autonomy Comp. | -.025 | -.103** | -.047 | .019 | .030 | .060 | .009 | -.030 | -.115** | .155** | .410** | .378** | .356** | .346** | .182** | 1 | |
| 17. Emotional Cop. | .005 | -.140** | -.057 | .052 | -.013 | .028 | .025 | -.024 | -.095* | .059 | .303** | .289** | .278** | .242** | .197** | .412** | 1 |
Notes. *p<.05, **p<.01; IGDT-10 = 10-item Internet Gaming Disorder Test; VIS-12 = 12-item Videogames Involvement Scale; DASS-21 = 21-item Depression, Anxiety Stress Scale; Comp. = Compensation; Cop. = Coping; Relax. = Relaxation
Moderated Regressions tested in pre-COVID and COVID groups*
| Focal Videogame predictor: Involvement | Beta | t | Sig. |
| Covariates included in all models |
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| VI*GSC → ED |
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| Education, Age, Sex, Game Genres (Sports MOBA, games), MMORPGs, Weekly FPS, Hours RTS, BR, of play, PG moderators and GSC, GAC, Grel, GEC when not moderators |
| VI*GAC → ED | -.016 | -.444 | .656 | .34 | |
| VI*GRel → ED |
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| VI*GEC → ED | .001 | .040 | .968 | .34 | |
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| PG*GSC → ED | -.114 | -1.504 | .133 | .35 | Education, Age, Sex, Game Genres (MOBA, MMORPGs, FPS, RTS, BR, Sports games), Weekly Hours of play, VI moderators and GSC, GAC, Grel, GEC when not moderators |
| PG*GAC → ED | .102 | 1.246 | .213 | .34 | |
| PG*GRel → ED |
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| PG*GEC → ED | .070 | .923 | .356 | .34 | |
Notes. VI=Videogame Involvement; PG=Problematic Gaming; GSC= Gaming Social Compensation; GAC=Gaming Achievement Compensation; GRel=Gaming Relaxation; GEC=Gaming Emotional Coping; ED=Emotional Distress
*Results reported in the table only refer to the COVID group; all Pre-COVID group models tested were non-significant.