| Literature DB >> 36231843 |
Meng Xuan Zhang1, Long W Lam2,3, Anise M S Wu3,4.
Abstract
Gaming addiction and its negative consequences have attracted public concern, but relatively little is known regarding its impact on adult workers. This study aims to test the association between gaming addiction and emotional exhaustion as well as the protective effect of recovery experiences on such an association among white-collar workers. We recruited 205 working adults (female = 58%) who voluntarily completed an online questionnaire. The results showed that male and younger workers were more vulnerable to gaming addiction. Emotional exhaustion was significantly and positively associated, while two (i.e., relaxation and control) of the four recovery experiences were negatively correlated with gaming addiction. Control experience had an indirect effect on gaming addiction via emotional exhaustion. Moreover, relaxation experience buffered the risk effect of emotional exhaustion on gaming addiction so that the effect is less pronounced at high levels of relaxation. Interventions are suggested to raise workers' awareness of effective recovery experiences (especially for control and relaxation) and to facilitate their recovery opportunities.Entities:
Keywords: Chinese workers; emotional exhaustion; gaming addiction; recovery experiences; relaxation
Mesh:
Year: 2022 PMID: 36231843 PMCID: PMC9564737 DOI: 10.3390/ijerph191912543
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 4.614
Figure 1(a). The proposed mediation model. (b). The proposed moderation model.
Descriptive statistics and correlations among variables (N = 205).
| M | SD | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1. Gaming addiction | 12.63 | 4.46 | -- | |||||||||
| 2. Recovery experience-Detachment | 10.66 | 5.04 | 0.03 | -- | ||||||||
| 3. Recovery experience-Relaxation | 17.22 | 2.41 | −0.16 * | 0.29 *** | -- | |||||||
| 4. Recovery experience-Mastery | 15.61 | 3.14 | −0.07 | −0.12 | −0.07 | -- | ||||||
| 5. Recovery experience-Control | 17.32 | 2.77 | −0.18 ** | 0.11 | 0.39 *** | 0.07 | -- | |||||
| 6. Emotional exhaustion | 11.15 | 5.42 | 0.24 *** | 0.15 * | −0.13 # | −0.14 * | −0.41 *** | -- | ||||
| 7. Work hours | 45.00 | 10.39 | 0.03 | −0.10 | −0.13 | 0.08 | −0.16 * | 0.07 | -- | |||
| 8. Educational level | 4.92 | 0.60 | −0.06 | 0.05 | 0.04 | 0.11 | −0.01 | 0.14 | −0.14 | -- | ||
| 9. Age ^ | 3.94 | 1.46 | −0.18 ** | −0.23 *** | 0.03 | 0.02 | −0.05 | −0.06 | 0.10 | −0.15 * | -- | |
| 10. Sex ^^ | -- | -- | −0.19 ** | 0.05 | 0.05 | −0.16 * | 0.02 | −0.07 | −0.08 | 0.10 | −0.06 | -- |
Note: # p = 0.07; * p < 0.05; ** p < 0.01; *** p < 0.001; ^: Ranging 1 (i.e., ≤20 years) to 8 (i.e., ≥51 years); ^^: 1 = Male, 2 = Female.
Testing the indirect effects of recovery experiences on gaming addiction.
| Direct Effect Size | Indirect Effect Size | |
|---|---|---|
| 1. Detachment | 0.003 [−0.124, 0.963] | 0.031 [0.003, 0.077] |
| 2. Relaxation | −0.169 [−0.441, 0.224] | −0.010 [−0.083, 0.041] |
| 3. Mastery | −0.028 [−0.219, 0.764] | −0.024 [−0.078, 0.021] |
| 4. Control | −0.113 [−0.362, 0.370] | −0.128 [−0.241, −0.034] |
Testing the moderating effects of recovery experiences on the relationship between emotional exhaustion and gaming addiction.
| Interaction Effect | R2change | Fchange |
| Interaction | 95%CI |
|---|---|---|---|---|---|
| 1. Emotional exhaustion × Detachment | <0.001 | 0.06 | 0.80 | 0.002 | [−0.02, 0.02] |
| 2. Emotional exhaustion × Relaxation | 0.02 | 5.08 | 0.02 | −0.05 | [−0.09, −0.01] |
| 3. Emotional exhaustion × Mastery | <0.001 | 0.06 | 0.81 | −0.003 | [−0.12, 0.13] |
| 4. Emotional exhaustion × Control | 0.003 | 0.58 | 0.45 | −0.003 | [−0.13, 0.12] |
Figure 2The illustration of the buffering effect of relaxation experience. Note: Means of three groups in relaxation are 14.81, 17.22, and 19.63, respectively.