Problematic online gaming and the COVID-19 pandemic

被引:395
作者
King, Daniel L. [1 ]
Delfabbro, Paul H. [2 ]
Billieux, Joel [3 ]
Potenza, Marc N. [4 ,5 ]
机构
[1] Flinders Univ S Australia, Coll Educ Psychol & Social Work, Adelaide, SA, Australia
[2] Univ Adelaide, Sch Psychol, Adelaide, SA, Australia
[3] Univ Lausanne, Lausanne, Switzerland
[4] Yale Univ, Sch Med, Ctr Child Study, Dept Psychiat, New Haven, CT 06510 USA
[5] Yale Univ, Sch Med, Ctr Child Study, Dept Neurosci, New Haven, CT 06510 USA
基金
澳大利亚研究理事会;
关键词
COVID-19; coronavirus; pandemic; screen time; gaming disorder; addiction; STRESS;
D O I
10.1556/2006.2020.00016
中图分类号
R749 [精神病学];
学科分类号
100205 ;
摘要
Stay-at-home mandates and quarantines related to the coronavirus (COVID-19) pandemic have led to greatly increased participation in online gaming. Initiatives such as #PlayApartTogether that promote gaming for socializing and stress reduction may achieve positive outcomes. Although gaming can be a healthy coping strategy for the majority, it can also pose risks to some vulnerable individuals. Protracted periods of social isolation and technology-based activity pose the danger of solidifying unhealthy lifestyle patterns, leading to difficulties to readaptation when the COVID-19 crisis has passed. Balanced and effective approaches to gaming during the COVID-19 pandemic are needed to support physical and psychological wellbeing.
引用
收藏
页码:184 / 186
页数:3
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