| Literature DB >> 35382159 |
Qiuxia Wu1, Tao Luo2, Jinsong Tang3, Yunfei Wang1, Zhenzhen Wu4, Yueheng Liu1, Wei Chen3,5, Qijian Deng1, Yanhui Liao3.
Abstract
With the lockdown and social distancing during the outbreak of coronavirus disease 2019 (COVID-19), gaming has become a popular leisure activity. This study aimed to explore changes in gaming behavior after the lifting of COVID-19 lockdowns and risk factors for increased gaming behavior. This online retrospective study included 5268 gamers. A total of 5% gamers scored 32 or higher on the 9-item Internet Gaming Disorder Scale-Short-Form (IGDS9-SF), suggesting diagnosis of internet gaming disorder (IGD). Over one-third of gamers reported an increase in time spent on gaming per day after the lockdowns were lifted. Logistic regression analysis revealed that gamers who were female, students, experienced stress, or scored higher on IGDS9-SF were more likely to spend more time on gaming per day after the lifting of lockdowns. These findings highlighted the needs for more effective coping strategies or interventions to prevent excessive gaming, especially for females and students.Entities:
Keywords: COVID-19; Distress; Gaming behavior; Internet gaming disorder; Time spent on gaming
Year: 2022 PMID: 35382159 PMCID: PMC8969819 DOI: 10.1007/s11469-022-00792-3
Source DB: PubMed Journal: Int J Ment Health Addict ISSN: 1557-1874 Impact factor: 3.836
Demographic characteristics
| Overall sample ( | The non-increase group ( | The increase group ( | ||
|---|---|---|---|---|
| Age | 27 (22, 35) | 29 (23, 27) | 25 (21, 32) | < 0.001 |
| Gender | 0.012 | |||
| Male | 2773 (52.6) | 1791 (54.0) | 982 (50.4) | |
| Female | 2495 (47.4) | 1527 (46.0) | 968 (49.6) | |
| Education | < 0.001 | |||
| High school or lower | 350 (6.6) | 253 (7.6) | 97 (5.0) | |
| College or higher | 4918 (93.4) | 3065 (92.4) | 1853 (95.0) | |
| Occupation | < 0.001 | |||
| Students | 1785 (33.9) | 867 (26.1) | 918 (47.1) | |
| Unemployed | 173 (3.3) | 114 (3.4) | 59 (3.0) | |
| Employed | 3310 (62.8) | 2337 (70.4) | 973 (49.9) | |
| Marriage | < 0.001 | |||
| Married | 2206 (41.9) | 1574 (47.4) | 632 (32.4) | |
| Unmarried | 3062 (58.1) | 1744 (52.6) | 1318 (67.6) | |
| Residence | 0.002 | |||
| Urban | 4978 (94.5) | 3161 (95.3) | 1817 (93.2) | |
| Rural | 290 (5.5) | 157 (4.7) | 133 (6.8) | |
| Mental health problemb (%) | ||||
| Stress | 1136 (21.6) | 660 (19.9) | 476 (24.4) | < 0.001 |
| Anxiety | 2026 (38.5) | 1242 (37.4) | 784 (40.2) | 0.049 |
| Depression | 1821 (34.6) | 1102 (33.2) | 719 (36.9) | 0.008 |
| Age of starting playing games | 15 (11,18) | 15 (11,19) | 15 (10,18) | 0.001 |
| Duration of gaming (year) | 9 (3,16) | 10 (3,17) | 9 (4,15) | 0.749 |
| IGDS9-SF total score | 17 (11,23) | 16 (10,21) | 18 (14,25) | < 0.001 |
| IGDS9-SF score ≥ 32 | 264 (5.0) | 146 (4.4) | 118 (6.1) | 0.01 |
Data are presented as n (%) or median (interquartile range)
DASS 21-item Depression Anxiety Stress Scale, IGDS9-SF 9-item Internet Gaming Disorder Scale—Short-Form
aSignificantly different, p < 0.05 (Wilcoxon two samples rank test for continuous variables and χ2 test for categorical variables)
bMental health problems were rated as mild, moderate, severe, and extremely severe
Gaming behavior before the pandemic and after the lifting of lockdowns
| Variable | Before COVID-19 | After the lifting of lockdowns | |
|---|---|---|---|
| Time spent on gaming per day (minutes) | |||
| Overall | 30 (10, 60) | 40 (10, 100) | < 0.001 |
| Non-increase group | 30 (1, 60) | 20 (0, 60) | < 0.001 |
| Increase group | 30 (15, 60) | 90 (50, 160) | < 0.001 |
| Days engaged in gaming per week (days) | |||
| Overall | 3 (1, 5) | 4 (1, 7) | < 0.001 |
| Non-increase group | 3 (0, 6) | 2 (0, 5) | < 0.001 |
| Increase group | 3 (2, 5) | 5 (3, 7) | < 0.001 |
COVID-19 coronavirus disease 2019
Differences in time spent on gaming per day and days engaged in gaming per week before COVID-19 and after the lifting of lockdowns between the two groups
| Non-increase group ( | Increase group ( | ||
|---|---|---|---|
| Time spent on gaming per day (minute) | |||
| Before COVID-19 | 30 (1, 60) | 30 (15, 60) | < 0.001 |
| After the lifting of lockdowns | 20 (0, 60) | 90 (50, 160) | < 0.001 |
| Days engaged in gaming per week | |||
| Before COVID-19 | 3 (0, 6) | 3 (2, 5) | < 0.001 |
| After the lifting of lockdowns | 2 (0, 5) | 5 (3, 7) | < 0.001 |
COVID-19 coronavirus disease 2019
Risk factors of increased gaming behavior by logistic regression analysis
| Variable | OR | CI | |
|---|---|---|---|
| Gender (female) | 1.18 | (1.02, 1.38) | 0.029 |
| Occupation (employed) | 0.67 | (0.45, 1.01) | 0.056 |
| Occupation (students) | 1.76 | (1.17, 2.66) | 0.007 |
| Education (college or higher) | 1.34 | (0.98, 1.84) | 0.063 |
| DASS | |||
| Stress a | 1.24 | (1.01, 1.54) | 0.045 |
| Anxiety a | 0.85 | (0.71, 1.03) | 0.097 |
| IGDS9-SF total score | 1.04 | (1.02, 1.05) | < 0.001 |
OR odds ratio, CI 95% confidence interval, DASS 21-item Depression Anxiety Stress Scale, IGDS9-SF 9-item Internet Gaming Disorder Scale—Short-Form
aMental health problems were rated from moderate to extremely severe