ONLINE GAMING AND PROLONGED SELF-ISOLATION: EVIDENCE FROM ITALIAN GAMERS DURING THE COVID-19 OUTBREAK

被引:59
作者
Giardina, Alessandro [5 ,8 ]
Di Blasi, Maria [1 ]
Schimmenti, Adriano [2 ]
King, Daniel L. [3 ]
Starcevic, Vladan [4 ]
Billieux, Joel [5 ,6 ,7 ]
机构
[1] Univ Palermo, Dept Psychol Educ Sci & Human Movement, Vale Sci,Edificio 15, I-90100 Palermo, Italy
[2] UKE Kore Univ Enna, Fac Human & Social Sci, Enna, Italy
[3] Flinders Univ S Australia, Coll Educ Psychol & Social Work, Adelaide, SA, Australia
[4] Univ Sydney, Fac Med & Hlth, Sydney Med Sch, Nepean Clin Sch,Discipline Psychiat, Sydney, NSW, Australia
[5] Univ Lausanne, Inst Psychol, CH-1015 Lausanne, Switzerland
[6] Lausanne Univ Hosp CHUV, Ctr Excess Gambling, Lausanne, Switzerland
[7] Univ Luxembourg, Esch Sur Alzette, Luxembourg
[8] QuartierUNIL Moulins, BatimentGeopolis, CH-1015 Lausanne, Switzerland
来源
CLINICAL NEUROPSYCHIATRY | 2021年 / 18卷 / 01期
关键词
COVID-19; online gaming; problematic gaming; emotional distress; anxiety; depression; VIDEO GAMES; DISORDER; ANXIETY; STRESS; INVOLVEMENT; ADDICTION; VALIDITY; WORLD;
D O I
10.36131/cnfioritieditore20210106
中图分类号
R74 [神经病学与精神病学];
学科分类号
摘要
Objective: The self-isolation measures employed during the COVID-19 pandemic made it difficult for basic needs to be met, thus increasing emotional distress. It has been suggested that socially meaningful online gaming buffered emotional distress during the lockdown. This study aimed to test the protective effect of online gaming during the lockdown and to investigate the differences between highly involved gamers (those who play videogames intensely without adverse consequences) and problematic gamers in this regard. Method: Capitalizing on a data collection that started before the pandemic, we adopted a cross-sectional between-groups study design in which gaming patterns, gaming-related variables and levels of emotional distress were compared between a preCOVID group (N=298) and a COVID group (N=366). Results: Compared to the pre-COVID group, high involvement in gaming was more prominent and emotional distress was decreased in the COVID group. Moderated regression analyses further revealed that the interaction between social compensation via gaming and highly involved gaming was associated with lower levels of emotional distress in the COVID-19 group. In contrast, the interaction between gaming-related relaxation and problematic gaming predicted higher emotional distress in the COVID-19 group. Conclusions: This study suggests that gaming for social compensation might mitigate the experienced emotional distress during pandemic related self-isolation, whereas maladaptive gaming patterns could constitute a vulnerability factor deserving clinical attention.
引用
收藏
页码:65 / 74
页数:10
相关论文
共 45 条
  • [1] Satisfaction and frustration of basic psychological needs in the real world and in video games predict internet gaming disorder scores and well-being
    Allen, Johnie J.
    Anderson, Craig A.
    [J]. COMPUTERS IN HUMAN BEHAVIOR, 2018, 84 : 220 - 229
  • [2] [Anonymous], 2018, BJPSYCH INT, DOI DOI 10.1192/BJI.2017.4
  • [3] Impact of Lockdown Following COVID-19 on the Gaming Behavior of College Students
    Balhara, Yatan Pal Singh
    Kattula, Dheeraj
    Singh, Swarndeep
    Chukkali, Surekha
    Bhargava, Rachna
    [J]. INDIAN JOURNAL OF PUBLIC HEALTH, 2020, 64 : 172 - 176
  • [4] Bean A.M., 2018, Working with video gamers and games in therapy
  • [5] High Involvement Versus Pathological Involvement in Video Games: a Crucial Distinction for Ensuring the Validity and Utility of Gaming Disorder
    Billieux, Joel
    Flayelle, Maeva
    Rumpf, Hans-Juergen
    Stein, Dan J.
    [J]. CURRENT ADDICTION REPORTS, 2019, 6 (03) : 323 - 330
  • [6] Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth
    Billieux, Joel
    Van der Linden, Martial
    Achab, Sophia
    Khazaal, Yasser
    Paraskevopoulos, Laura
    Zullino, Daniele
    Thorens, Gabriel
    [J]. COMPUTERS IN HUMAN BEHAVIOR, 2013, 29 (01) : 103 - 109
  • [7] The Italian version of the Depression Anxiety Stress Scales-21: Factor structure and psychometric properties on community and clinical samples
    Bottesi, Gioia
    Ghisi, Marta
    Altoe, Gianmarco
    Conforti, Erica
    Melli, Gabriele
    Sica, Claudio
    [J]. COMPREHENSIVE PSYCHIATRY, 2015, 60 : 170 - 181
  • [8] Bown J., 2016, EMOTIONS TECHNOLOGY, P3, DOI DOI 10.1016/B978-0-12-801738-8.00001-4
  • [9] The psychological impact of quarantine and how to reduce it: rapid review of the evidence
    Brooks, Samantha K.
    Webster, Rebecca K.
    Smith, Louise E.
    Woodland, Lisa
    Wessely, Simon
    Greenberg, Neil
    Rubin, Gideon James
    [J]. LANCET, 2020, 395 (10227) : 912 - 920
  • [10] Gaming When Things Get Tough? Examining How Emotion Regulation and Coping Self-Efficacy Influence Gaming During Difficult Life Situations
    Caro, Camila
    Popovac, Masa
    [J]. GAMES AND CULTURE, 2021, 16 (05) : 611 - 631