| Literature DB >> 35222171 |
Steve Nebel1, Manuel Ninaus2,3,4,5.
Abstract
During the COVID-19 pandemic, several countries implemented social distancing measures to contain virus transmission. However, these vital safety measures have the potential to impair mental health or wellbeing, for instance, from increased perceived loneliness. Playing social video games may offer a way to continue to socialize while adhering to social distancing measures. To examine this issue further, the present online survey investigated social gaming during the pandemic and its association to perceived loneliness within a German-speaking sample. Results indicated a small positive correlation between general gaming frequency and perceived loneliness. Detailed analysis revealed a negative association between perceived loneliness and increased social forms of video gaming. Specifically, gamers with a higher social motive for gaming perceived less loneliness, but gamers with a dominant escape motive demonstrated a positive link to perceived loneliness. The use of social gaming in times of social distancing seems to play a small but significant factor in perceived loneliness compared to other demographical data. The findings are discussed with respect to methodological limitations, effect sizes, and sample characteristics. The results enrich the current knowledge on video gaming and its link to social wellbeing and provide a more nuanced picture than simplistic investigations of screen time.Entities:
Keywords: COVID-19; gaming frequency; gaming motives; loneliness; mental health; social gaming
Year: 2022 PMID: 35222171 PMCID: PMC8873111 DOI: 10.3389/fpsyg.2022.683842
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Sample characteristics.
| Employment status | Pupil | Student | Full-time | Half-time | Self-employed | Un-employed | Retiree |
| 3.0% | 18.5% | 61.3% | 6.2% | 4.3% | 4.9% | 1.9% | |
| Playing video games… | Few times a month | Few times a week | Daily | More than 1 h daily | More than 3 h daily | More than 6 h daily | |
| 4.0% | 21.6% | 12.3% | 23.9% | 29.7% | 8.5% | ||
| Available time for leisure activities | None | Few minutes per day | 1 h per day | Several hours per day | The whole day | ||
| 0.2% | 0.5% | 8.4% | 78.1% | 12.7% | |||
| Location | Germany | Austria | Switzerland | Luxembourg | Other | ||
| 87.7% | 7.2% | 2.0% | 1.1% | 2% | |||
| Living with… | No adults | One adult | Two adults | Three adults | More than three adults | ||
| 34.5% | 36.4% | 14.6% | 8.9% | 5.6% | |||
| No children | One child | Two children | Three children | ||||
| 87.9% | 7.6% | 3.8% | 0.8% | ||||
| Social status | Single | Married/relation-ship | Divorced/widowed | NA | |||
| 51.1% | 45.2% | 1.9% | 1.8% | ||||
| Gender | Male | Female | Non-binary | NA | |||
| 86.6% | 11.9% | 0.5% | 0.9% |
FIGURE 1Correlation between loneliness and change in game behavior due to the COVID-19 pandemic. Upper triangle: Correlation coefficients. Significant correlations are marked with asterisks (*p < 0.05; **p < 0.01; ***p < 0.001). Diagonal: Density plot of individual variables. Lower triangle: Scatterplots for each correlation; gray shaded area indicates 95% confidence region for the correlation.
FIGURE 2Correlation plot between loneliness and motives for gaming. Upper triangle: Correlation coefficients. Significant correlations are marked with asterisks (*p < 0.05; **p < 0.01; ***p < 0.001). Diagonal: Density plot of individual variables. Lower triangle: Scatterplots for each correlation; gray shaded area indicates 95% confidence region for the correlation.
FIGURE 3Standardized beta coefficients from the multiple linear regression model predicting loneliness. Error bars indicate 95% CIs.