Personality Pathways to Gaming Problems Early on in the COVID-19 Pandemic

被引:0
|
作者
Kronstein, Naama [1 ]
Rapinda, Karli [2 ]
Ritchie, Emma [1 ]
Wardell, Jeffrey [1 ]
Kim, Hyoun S. [3 ]
Keough, Matthew T. [1 ]
机构
[1] York Univ, Toronto, ON, Canada
[2] Univ Manitoba, Winnipeg, MB, Canada
[3] Toronto Metropolitan Univ, Toronto, ON, Canada
来源
JOURNAL OF GAMBLING ISSUES | 2024年 / 53期
关键词
COVID-19; Videogaming; Gaming Disorder; Personality; VIDEO GAME ADDICTION; INTERNET ADDICTION; SENSATION SEEKING; TIMELINE FOLLOWBACK; BOREDOM PRONENESS; DISORDER; ANXIETY; DEPRESSION; IMPULSIVITY; MOTIVES;
D O I
暂无
中图分类号
R194 [卫生标准、卫生检查、医药管理];
学科分类号
摘要
Media reports noted that video gaming behaviours increased during the initial stages of the COVID-19 pandemic. Some people may have had predisposing risk factors for excessive gaming and related problems during the onset of the pandemic. We examined pathways from four personality risk traits (i.e., hopelessness, anxiety sensitivity, impulsivity, and sensation seeking) to excessive gaming and related problems during the first month of the pandemic. We predicted that people high in anxiety sensitivity and hopelessness would engage in excessive gaming to cope with increased distress. We also predicted that the isolation and boredom resulting from the COVID-19 lockdown would lead those high in impulsivity and sensation seeking to game excessively to enhance their mood. Participants (N=332), recruited via Prolific, completed a single survey of their retrospective gaming behaviours for 30 days prior to, and 30 days following the initiation of the COVID-19 state of emergency (March 2020). People high in anxiety sensitivity were initially at risk for excessive gaming and related problems due to elevated coping and self-gratification motives. People high in hopelessness were at risk for increased gaming-related problems through coping and self-gratification motives. Contrary to hypotheses, participants high in sensation-seeking had more excessive gaming and related problems due to elevated coping (but not enhancement) motives. Those high in impulsivity were at risk of gaming-related problems due to self-gratification (but not enhancement) motives. Addressing the motivation to game can assist in tailoring treatment plans to individual needs, especially as we continue to navigate the longer-term impacts of the pandemic.
引用
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页码:24 / 40
页数:17
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