| Literature DB >> 35434242 |
Dmitri Rozgonjuk1,2, Halley M Pontes3, Bruno Schivinski4, Christian Montag1.
Abstract
The aim of this study was to investigate if and how disordered gaming, loneliness, and family relations have changed throughout the COVID-19 pandemic (from 2019 to 2021), and whether there were any changes in the association between these variables across three samples of gamers (for each respective year). Samples from 2019, 2020, and 2021 were matched by using propensity score matching across socio-demographic characteristics. The total effective sample comprised 897 gamers (N = 299 per year). These samples were compared in terms of disordered gaming - separately as Gaming Disorder (GD; WHO framework) and Internet Gaming Disorder (IGD; APA framework), loneliness, and family harmony scores with analyses of covariance (ANCOVAs), with age and gender as covariates. Steiger tests were used for correlation differences testing. ANCOVAs showed that while GD and IGD scores have increased significantly during the pandemic years, loneliness and family harmony did not change significantly. Furthermore, the correlation differences tests indicated that the correlations between both IGD and GD with loneliness as well as poorer family harmony have increased during the pandemic years. This study provides empirical evidence that the well-being of gamers might have been negatively affected during the COVID-19 pandemic. While loneliness and family harmony did not increase, the stronger correlations between Gaming Disorder and other variables might suggest that gaming may have been used to cope with loneliness and poorer family harmony.Entities:
Keywords: COVID-19; Family harmony; Gaming disorder; Internet gaming disorder; Loneliness; Pandemic
Year: 2022 PMID: 35434242 PMCID: PMC9001174 DOI: 10.1016/j.abrep.2022.100426
Source DB: PubMed Journal: Addict Behav Rep ISSN: 2352-8532
Sample socio-demographics grouped by each year.
| Mean (SD) | 24.45 (7.31) | 24.37 (7.51) | 25.23 (8.37) |
| Male | 257 (85.95%) | 251 (83.95%) | 246 (82.27%) |
| Female | 42 (14.05%) | 48 (16.05%) | 53 (17.73%) |
| Employed | 140 (46.82%) | 134 (44.82%) | 139 (46.49%) |
| In a relationship | 115 (38.46%) | 109 (36.45%) | 114 (38.13%) |
| < High school | 43 (14.38%) | 46 (15.38%) | 37 (12.37%) |
| High school diploma | 150 (50.17%) | 147 (49.16%) | 157 (52.51%) |
| College/university degree | 106 (35.45%) | 106 (35.45%) | 105 (35.12%) |
| France | 33 (11.04%) | 32 (10.070%) | 31 (10.37%) |
| Italy | 30 (10.03%) | 33 (11.04%) | 30 (10.03%) |
| USA | 24 (8.03%) | 29 (9.70%) | 26 (8.70%) |
| Spain | 22 (7.36%) | 32 (10.70%) | 21 (7.02%) |
| Poland | 23 (7.69%) | 22 (7.36%) | 25 (8.36%) |
Descriptive statistics for key variables.
| GD | 8.96 | 3.30 | 10.69 | 3.81 | 11.18 | 3.95 |
| IGD | 18.29 | 6.54 | 21.92 | 8.01 | 22.80 | 8.09 |
| DFH | 12.76 | 5.24 | 13.10 | 4.96 | 12.67 | 4.90 |
| Loneliness | 6.89 | 2.80 | 7.11 | 2.82 | 7.24 | 2.83 |
Notes. M = Mean; SD = Standard Deviation; GD = Gaming Disorder; IGD = Internet Gaming Disorder; DFH = Dysfunctional Family Harmony.
Results of analyses of covariance.
| Year | 837.388 | 2 | 418.694 | 30.986 | 0.065 | |
| Age | 152.079 | 1 | 152.079 | 11.255 | 0.012 | |
| Gender | 0.972 | 1 | 0.972 | 0.072 | 0.789 | < 0.001 |
| Residuals | 12053.169 | 892 | 13.513 | |||
| Year | 3445.648 | 2 | 1722.824 | 30.000 | 0.063 | |
| Age | 131.046 | 1 | 131.046 | 2.282 | 0.131 | 0.003 |
| Gender | 3.156 | 1 | 3.156 | 0.055 | 0.815 | < 0.001 |
| Residuals | 51228.114 | 892 | 57.431 | |||
| Year | 16.922 | 2 | 8.461 | 1.074 | 0.342 | 0.002 |
| Age | 11.898 | 1 | 11.898 | 1.510 | 0.219 | 0.002 |
| Gender | 53.285 | 1 | 53.285 | 6.762 | 0.008 | |
| Residuals | 7029.120 | 892 | 7.880 | |||
| Year | 27.769 | 2 | 13.884 | 0.552 | 0.576 | 0.001 |
| Age | 92.869 | 1 | 92.869 | 3.689 | 0.055 | 0.004 |
| Gender | 149.283 | 1 | 149.283 | 5.930 | 0.007 | |
| Residuals | 22454.191 | 892 | 25.173 | |||
Notes. SS = sum of squares; MS = mean square; η2p = partial eta-squared.
Outcome variable comparisons across years (controlled for age and gender).
| 2019–2020 | −1.727 | 0.301 | −5.742 | −0.470 | |
| 2019–2021 | −2.269 | 0.301 | −7.534 | −0.617 | |
| 2020–2021 | −0.542 | 0.301 | −1.802 | 0.072 | −0.148 |
| 2019–2020 | −3.625 | 0.620 | −5.847 | −0.478 | |
| 2019–2021 | −4.546 | 0.621 | −7.323 | −0.600 | |
| 2020–2021 | −0.921 | 0.621 | −1.485 | 0.138 | −0.122 |
| 2019–2020 | −0.199 | 0.230 | −0.869 | 0.771 | −0.071 |
| 2019–2021 | −0.335 | 0.230 | −1.456 | 0.437 | −0.119 |
| 2020–2021 | −0.135 | 0.230 | −0.589 | 0.771 | −0.048 |
| 2019–2020 | −0.319 | 0.410 | −0.777 | 0.952 | −0.064 |
| 2019–2021 | 0.092 | 0.411 | 0.224 | 0.952 | 0.018 |
| 2020–2021 | 0.411 | 0.411 | 1.000 | 0.952 | 0.082 |
Notes. In all comparisons, df = 892. MD = mean difference. P-values adjusted with Holm's method. P-values for statistically significant differences are highlighted in bold font.
Fig. 1Estimated marginal means (with 95% CIs) for variables across years (controlled for age and gender).
Spearman correlation coefficients and correlation differences test results.
| GD & IGD | 0.751*** | 0.800*** | 0.802*** | 1.501 | 0.133 | 1.569 | 0.117 | 0.068 | 0.946 |
| GD & DFH | 0.121* | 0.122* | 0.305*** | 0.012 | 0.990 | 2.353 | 2.341 | ||
| GD & LON | 0.207** | 0.346*** | 0.393*** | 1.835 | 0.066 | 2.498 | 0.662 | 0.508 | |
| IGD & DFH | 0.176** | 0.143* | 0.307*** | 0.412 | 0.680 | 1.696 | 0.090 | 2.108 | |
| IGD & LON | 0.293*** | 0.427*** | 0.463*** | 1.878 | 0.060 | 2.424 | 0.546 | 0.585 | |
| DFH & LON | 0.253*** | 0.224*** | 0.311*** | 0.374 | 0.708 | 0.767 | 0.443 | 1.141 | 0.254 |
Notes. GD = Gaming Disorder; IGD = Internet Gaming Disorder; DFH = Dysfunctional Family Harmony; LON = Loneliness. P-values for correlations corrected with Holm's method for each year. *** p <.001, ** p <.01, * p <.01. P-values for statistically significant correlation differences are highlighted in bold font.