| Literature DB >> 35772368 |
Iina Savolainen1, Ilkka Vuorinen2, Anu Sirola3, Atte Oksanen2.
Abstract
BACKGROUND: The uncertain and stressful global situation caused by the COVID-19 pandemic has the potential to cause anxiety and impact people's mental health. Simultaneously, social distancing policies have isolated people from their normal social interactions. These societal changes have inevitably influenced gambling and gaming practices, and many people may have turned to betting or gaming as a means of social exchange. This study examined the influence of COVID-19 anxiety on increased mental health problems and their relationship to gambling and gaming problems. The mediating role of social motives for gambling and gaming was also investigated.Entities:
Keywords: COVID-19 anxiety; Gambling problems; Gaming problems; Mental health; Social motives
Year: 2022 PMID: 35772368 PMCID: PMC9188486 DOI: 10.1016/j.comppsych.2022.152331
Source DB: PubMed Journal: Compr Psychiatry ISSN: 0010-440X Impact factor: 7.211
Descriptive statistics for the sample characteristics and the study variables.
| Cont. variables | Range | ||
|---|---|---|---|
| COVID-19 anxiety | 20.62 | 5.05 | 7–36 |
| MHI-5 | 14.45 | 2.15 | 5–30 |
| Gambling problems | 1.31 | 3.33 | 0–27 |
| Gaming problems | 1.34 | 2.64 | 0–20 |
| Age | 46.67 | 16.42 | 18–75 |
| Cat. variables | |||
| Gender | Male | 770 | 50.33 |
| Female | 756 | 49.41 | |
| Other | 4 | 0.26 | |
| Social motives for playing | No | 1124 | 73.46 |
| Yes | 406 | 26.54 | |
Zero-inflated negative binomial regression results explaining gambling problems and gaming problems, and excess zeroes (inflation).
| Gambling problems | Gaming problems | |||||
|---|---|---|---|---|---|---|
| IRR | Robust SE | 95% CI | IRR | Robust SE | 95% CI | |
| COVID-19 anxiety | 1.05* | 0.02 | 1.01–1.09 | 1.03** | 0.012 | 1.01–1.05 |
| Mental health (MHI-5) | 1.04 | 0.30 | 0.98–1.10 | 1.10*** | 0.020 | 1.04–1.11 |
| Social motive | 1.70** | 0.27 | 1.21–2.30 | 2.04*** | 0.230 | 1.64–2.54 |
| Age | 0.99 | 0.01 | 0.99–1.01 | 0.99 | 0.004 | 0.99–1.00 |
| Female gender | 0.83 | 0.13 | 0.61–1.14 | 0.84 | 0.096 | 0.67–1.05 |
| OR | Robust SE | 95% CI | OR | Robust SE | 95% CI | |
| COVID-19 anxiety | −0.04 | 0.030 | −0.10–0.02 | −0.03 | 0.02 | −0.07–0.01 |
| Mental health (MHI-5) | −0.09 | 0.051 | −0.19–0.01 | −0.10 | 0.04 | −0.18–-0.01 |
| Social motive | −1.34** | 0.411 | −2.15–-0.54 | −1.70*** | 0.30 | −2.22–-1.10 |
| Age | 0.01 | 0.010 | −0.01–0.04 | 0.04*** | 0.01 | 0.03–0.06 |
| Female gender | 0.53* | 0.234 | 0.07–0.99 | 0.26 | 0.22 | −0.17–0.68 |
| (/ln)alpha | 0.90*** | −0.41* | ||||
| Wald χ2: (5) | 53.64 | 109.45 | ||||
| Max. likelihood R2 | 0.11 | 0.12 | ||||
| Cragg & Uhler's R2 | 0.11 | 0.28 | ||||
| McFadden's Adj. R2 | 0.04 | 0.11 | ||||
Generalised structural equation path models reporting regression coefficients (B), robust standard errors, statistical significances (p), and 95% confidence intervals.
| B | Robust SE | p | 95% CI | |
|---|---|---|---|---|
| COVID-19 anxiety | 0.56 | 0.02 | <0.001 | 0.514–0.596 |
| Mental health | 0.14 | 0.03 | <0.001 | 0.085–0.191 |
| COVID-19 anxiety | 0.03 | 0.02 | 0.222 | −0.015–0.067 |
| Social motive | 1.70 | 0.45 | <0.001 | 0.806–2.564 |
| Mental health | 0.22 | 0.04 | <0.001 | 0.139–0.301 |
| COVID-19 anxiety | 0.08 | 0.04 | 0.033 | 0.006–0.158 |
| Social motive | 8.90 | 0.71 | <0.001 | 7.481–10.26 |
| Mental health | 0.14 | 0.05 | 0.006 | 0.039–0.240 |
| COVID-19 anxiety | 0.03 | 0.02 | 0.102 | −0.005–0.066 |
| Covariance pgsi*igdt | 3.58 | 0.69 | <0.001 | 2.227–4.923 |
Note. Pgsi = Problem gambling severity index. Igdt = Internet gaming disorder test.
Fig. 1The path diagram for gaming problems and gambling problems.
The effects of COVID-19 anxiety and mental health on gambling and gaming problems with social motives as a mediating variable. Values are expressed as regression coefficients.
Note. Psychological distress = The Five-item Mental Health Inventory (MHI-5). Social motives = Social motives for gaming and gambling. Gambling problems measured with the PGSI as a continuous outcome variable. Gaming problems measured with the IGDT as a continuous outcome variable.
*p < 0.05; **p < 0.01; ***p < 0.001.