| Literature DB >> 35651867 |
Yan Luo1, Michelle Moosbrugger1, Daniel M Smith1, Thaddeus J France1, Jieru Ma2,3, Jinxiang Xiao4.
Abstract
The purpose of this systematic review was to evaluate the existing evidence in literature addressing the relationship between video game participation and loneliness. The following databases were searched on October 2, 2021: Medline, Psychinfo, SportDiscus, Web of Science, and CINAHL. The risk of bias of cross-sectional study was assessed by using the Joanna Briggs Institute (JBI) critical appraisal checklist for analytical cross-sectional studies with attrition bias added for longitudinal studies. The results of all included studies were synthesized using narrative synthesis. Meta-analysis was utilized to synthesis the findings of the studies that had sufficient degree of statistical and methodological homogeneity. Eighteen studies were included in this systematic review, which comprised of 20,372 participants. The narrative synthesis showed mixed findings on the relationship between video game participation and loneliness. Meta-analysis that was conducted to nine cross-sectional studies revealed that video game participation was positively and weakly associated with loneliness (r = 0.10, 95% CI = 0.03-0.17). Both cross-sectional and longitudinal studies demonstrated serious risk of bias with the addition of serious inconsistency of findings from cross-sectional studies. The existing literature is equivocal in terms of making a definitive judgment on the association between video game participation and loneliness. PROSPERO registration number: CRD42021283025. Systematic Review Registration: https://www.crd.york.ac.uk/PROSPERO, identifier: CRD42021283025.Entities:
Keywords: electronic game; mental health; online gaming; psychological wellbeing; video gaming
Mesh:
Year: 2022 PMID: 35651867 PMCID: PMC9149078 DOI: 10.3389/fpubh.2022.898338
Source DB: PubMed Journal: Front Public Health ISSN: 2296-2565
Figure 1Flow chart of the study selection process.
Study characteristics.
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| Zhou and Leung ( | Cross-sectional | Mainland, China | Undergraduate college students aged from 18 to 22; male = 32.2%; female = 67.8% | 342 | Revised UCLA 20-item Loneliness Scale. Cronbach's α = 74 | A composite measure of three questionnaire questions. Cronbach's α = 0.74 | Happy Farm |
| Yang and Liu ( | Cross-sectional | United States | Participants aged from 18 to 58 with a mean age of 30.71 (SD = 7.77); male = 55%; female = 45% | 262 | UCLA 20-item Loneliness Scale. Cronbach's α = 0.98 | One questionnaire question | Poke'mon Go |
| Wu et al. ( | Cross-sectional | Macao, China | Participants aged between 18 to 30 with a mean age of 22.7 (SD = 2.73); female = 55%; male = 45% | 165 | Short form of the UCLA Loneliness Scale. Cronbach's α = 0.80. Loneliness was recoded into connectedness | One questionnaire question | NA |
| Visser et al. ( | Cross-sectional | Netherlands | High school students and WoW players aged from 11 to 20 years with a mean age of 14.8 (SD = 1.8). Two-hundred and forty one were WoW players (30.5%) and 548 were not (69.5%); male = 50.70%; female = 49.30%. | 789 | Eight items from the UCLA Loneliness Scale. Cronbach's α = 0.76 | Did not specify | WoW |
| Verheijen et al. ( | Cross-sectional | Dutch | High school students with a mean age of 14.07 (SD = 1.29); male = 66.5%; female = 33.5% | 705 | Loneliness and Aloneness Scale for Children and Adolescents. Cronbach's α = 0.90 | Two questionnaire questions | NA |
| Sundberg ( | Cross-sectional | Sweden | The experimental group included people with Autism and ASD. The control group included university students and different Facebook groups. Participants aged between 14 and 69 years with a mean age of 26.68 (SD = 10.78); female = 56.95%; male = 43.05. | 151 | Short version of the original UCLA loneliness scale. Cronbach's α for ASD gamers = 0.84. Cronbach's α for ASD non-gamers = 0.85. Cronbach's α for control gamers = 0.85. Cronbach's α for control non-gamers = 0.78 | One questionnaire question | NA |
| Snodgrass et al. ( | Cross-sectional | Globe | Over two thirds of the participants were students with a mean age of 21 (SD = 6); male = 90.40%; female = 9.60% | 3,629 | 3-item loneliness scale. Cronbach's α = 0.82. Loneliness was measured as an indicator of social distress | One questionnaire question | NA |
| Shen and Williams ( | Cross-sectional | United States | EQII players with a mean age of 31.16; male = 80.80%; female = 19.20% | Around 5,000 | 20-item UCLA Loneliness Scale. Cronbach's α = 0.92 | EQII time was measured by finding the logs generated by the game servers; Time spent on games other than EQII was measured by one questionnaire question” | EQII |
| Punamäki et al. ( | Cross-sectional | Finland | 222 were fourth graders with a mean age of 10.27 (SD = 0.47) and 256 were seventh graders with a mean age of 13.28 (SD = 0.46); female = 54.40%; male = 45.6% | 478 | Six-item Children's Loneliness Scale. Cronbach's α = 0.77 | A composite measure of three questionnaire questions. Cronbach's α = 0.78 | na |
| Myrseth et al. ( | Cross-sectional | Norway | Participants in a gambling and gaming study with a mean age of 19.5 years (SD = 1.0); male = 80.33%; female = 19.67% | 1,017 | Robert's 8-item UCLA Loneliness Scale. Cronbach's α = 0.70 | One questionnaire question | na |
| Martončik and Lokša ( | Cross-sectional | United States | WoW internet message board users. Over two thirds of the participants came from the United States. male = 88.20%; female = 11.80% | 161 | UCLA 20 item Loneliness Scale. ω = 0.95 for real-world loneliness. ω = 0.95 for online loneliness. | One questionnaire question | WoW |
| Koban et al. ( | Cross-sectional | NA | Video game forums users aged from 18 to 62 with a mean age of 25.22 (SD = 6.68); male = 85.88%; female = 13.19% | 3,655 | Short version of the UCLA Loneliness Scale. Cronbach's α = 0.87 | A composite measure of two questionnaire questions | NA |
| Jeong et al. ( | Cross-sectional | South Korea | Elementary 6th graders; male = 51%; female = 49% | 944 | Six-item UCLA loneliness scale. Cronbach's α = 0.91 | One questionnaire question | NA |
| Cheung et al. ( | Cross-sectional | Hong Kong | Secondary school students; females = 48.3%; males = 51.7%; 0.6% (4) of the participants aged below 12; 57% (378) aged from 12 to 14; 40.3% (267) aged from 15 to 17 years; 2.1% (14) aged 18 and above | 632 | Third version of the revised Chinese UCLA loneliness Scale. Cronbach's α = 0.90 | One questionnaire question | NA |
| Buiza-Aguado et al. ( | Cross-sectional | Spain | Students aged from 12 to 18 years with a mean age of 15.6 (SD = 2.7); male = 55.80%; female = 44.20% | 708 | Five questions from the 20-item UCLA Loneliness Scale | Two questionnaire questions | NA |
| Ahn and Shin ( | Cross-sectional | Korea | Participants aged from 19 to 39 with a mean age of 29.02 (SD = 5.22) in an online survey research pool; male = 50.00%; female = 50.00% | 300 | Modified connectedness subscale of the Korean version of revised UCLA Loneliness Scale. Cronbach's α = 0.89 | One questionnaire question | NA |
| Lemmens et al. ( | Longitudinal | Dutch | Secondary school students aged from 11 to 17 with a mean age of 13.9 (SD = 1.4); male = 69.98%; female = 30.02% | 543 | Five items from the UCLA 20-item loneliness scale. Cronbach's α = 0.90 in the first wave and α = 0.91 in the second wave. | Two questionnaire questions | NA |
| Kowert et al. ( | Longitudinal | Germany | Adolescents aged from 14 to 18 ( | 891 | Two items from the UCLA loneliness scale. Cronbach's α = 0.66 in the first wave and α = 0.59 in the second wave | One questionnaire question | NA |
WoW, world of Warcraft; na, not applicable; ASD, autism spectrum disorder; EQII, everquest II.
Risk of bias of included studies.
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| Zhou and Leung ( | N | Y | U | NA | Y | Y | N | Y | NA | High |
| Yang and Liu ( | N | N | U | NA | Y | Y | Y | Y | NA | Fair |
| Wu et al. ( | Y | Y | U | NA | N | NA | Y | y | NA | Fair |
| Visser et al. ( | N | Y | U | NA | N | NA | Y | Y | NA | Fair |
| Verheijen et al. ( | N | Y | U | NA | Y | Y | Y | Y | NA | Fair |
| Sundberg ( | N | Y | U | Y | Y | Y | Y | Y | NA | Fair |
| Snodgrass et al. ( | N | Y | U | NA | N | NA | Y | Y | NA | Fair |
| Shen and Williams ( | N | Y | y & U | NA | Y | Y | Y | Y | NA | Fair |
| Punamäki et al. ( | N | Y | U | NA | N | NA | Y | Y | NA | Fair |
| Myrseth et al. ( | N | Y | U | NA | N | NA | Y | Y | NA | Fair |
| Martončik and Lokša ( | N | Y | U | NA | Y | Y | Y | Y | NA | Fair |
| Koban et al. ( | Y | Y | U | na | N | NA | Y | Y | NA | Fair |
| Jeong et al. ( | n | y | U | NA | N | NA | Y | Y | NA | Fair |
| Cheung et al. ( | N | Y | U | NA | N | NA | Y | Y | NA | Fair |
| Buiza-Aguado et al. ( | N | Y | U | NA | N | NA | U | Y | NA | High |
| Ahn and Shin ( | N | Y | U | NA | Y | Y | Y | Y | NA | Fair |
| Lemmens et al. ( | N | Y | U | NA | N | Na | Y | Y | Y | Fair |
| Kowert et al. ( | N | Y | U | na | y | Y | N | Y | N | High |
N, no (not satisfied); Y, yes (satisfied); U, unclear; NA, not applicable; Y & U, partially satisfied.
Figure 2Forest plot.
Figure 3Funnel plot.
Quality of evidence.
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| 18,938 (16) | Cross-sectional | Serious risk of bias | Serious inconsistency | No serious indirectness | No serious imprecision | None | Significant findings: | Very low |
| Loneliness was significantly associated with game use [ | ||||||||
| Connectedness was significantly associated with game use [ | ||||||||
| Mixed findings: | ||||||||
| No significant difference in loneliness was found in control groups that played different amount of game [ | ||||||||
| Loneliness was not significantly associated with EQII use [ | ||||||||
| Connectedness was not significantly associated with game use [ | ||||||||
| Null findings: | ||||||||
| Loneliness was not significantly associated with game use [ | ||||||||
| No significant difference in loneliness was found between WoW players and non-WoW players [ | ||||||||
| No significant difference in online world loneliness [ | ||||||||
| No significant difference in loneliness was found between heavy gamers and casual gamers [ | ||||||||
| 1,434 (2) | Longitudinal | Serious risk of bias | No serious inconsistency | No serious indirectness | No serious imprecision | None | Game use was significantly associated with loneliness for people aged 19–39 years ( | Very low |
| Present game use was not associated with present loneliness ( | ||||||||
WoW, world of Warcraft; ASD, autism spectrum disorder; EQII, everquest II.