Laura Salerno, Alessandro Pepi, Maria Teresa Graffeo, Gaia Albano, Cecilia Giordano, Gianluca Lo Coco, Maria Di Blasi
{"title":"Understanding Problematic Gaming During the Covid-19 Pandemic in Adolescents and Adults: A Systematic Review of the Literature.","authors":"Laura Salerno, Alessandro Pepi, Maria Teresa Graffeo, Gaia Albano, Cecilia Giordano, Gianluca Lo Coco, Maria Di Blasi","doi":"10.36131/cnfioritieditore20230418","DOIUrl":null,"url":null,"abstract":"<p><strong>Objective: </strong>A growing body of evidence suggests that online gaming increased during the COVID-19 outbreak. This systematic review aims to summarize extant literature that reported on problematic gaming among both adolescents and adults during the pandemic and to identify available research on the bidirectional association between problematic gaming and mental health outcomes.</p><p><strong>Method: </strong>A systematic search was carried out through PubMed, Web of Knowledge and AGRIS, Embase, Medline, PsychINFO (from January 2020 to January 2023), using keywords related to problematic gaming and mental health outcomes. Both cross-sectional and longitudinal empirical studies which used validated measures of problematic gaming and mental health outcomes during the COVID-19 pandemic were included.</p><p><strong>Results: </strong>Twenty-five empirical articles were eligible for the current review, comprising 28,978 participants. The majority of the selected studies had cross-sectional designs. Overall, most eligible studies showed significant association between problematic gaming and negative mental health outcomes during the pandemic. Correlations were mostly found between problematic gaming, depression and anxiety.</p><p><strong>Conclusions: </strong>Future research focusing on the relationship between problematic gaming and mental health outcomes should go beyond the considerable weaknesses due to methodological limitations of cross-sectional design, sampling and measures.</p>","PeriodicalId":46700,"journal":{"name":"Clinical Neuropsychiatry","volume":null,"pages":null},"PeriodicalIF":2.0000,"publicationDate":"2023-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10544249/pdf/","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Clinical Neuropsychiatry","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.36131/cnfioritieditore20230418","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"CLINICAL NEUROLOGY","Score":null,"Total":0}
引用次数: 1
Abstract
Objective: A growing body of evidence suggests that online gaming increased during the COVID-19 outbreak. This systematic review aims to summarize extant literature that reported on problematic gaming among both adolescents and adults during the pandemic and to identify available research on the bidirectional association between problematic gaming and mental health outcomes.
Method: A systematic search was carried out through PubMed, Web of Knowledge and AGRIS, Embase, Medline, PsychINFO (from January 2020 to January 2023), using keywords related to problematic gaming and mental health outcomes. Both cross-sectional and longitudinal empirical studies which used validated measures of problematic gaming and mental health outcomes during the COVID-19 pandemic were included.
Results: Twenty-five empirical articles were eligible for the current review, comprising 28,978 participants. The majority of the selected studies had cross-sectional designs. Overall, most eligible studies showed significant association between problematic gaming and negative mental health outcomes during the pandemic. Correlations were mostly found between problematic gaming, depression and anxiety.
Conclusions: Future research focusing on the relationship between problematic gaming and mental health outcomes should go beyond the considerable weaknesses due to methodological limitations of cross-sectional design, sampling and measures.
目的:越来越多的证据表明,在线游戏在新冠肺炎爆发期间有所增加。这篇系统综述旨在总结现有文献,这些文献报道了疫情期间青少年和成年人的问题游戏,并确定了关于问题游戏与心理健康结果之间双向关联的现有研究。方法:从2020年1月至2023年1月,通过PubMed、Web of Knowledge和AGRIS、Embase、Medline、PsychINFO进行系统搜索,使用与问题游戏和心理健康结果相关的关键词。纳入了横截面和纵向实证研究,这些研究使用了新冠肺炎大流行期间问题游戏和心理健康结果的有效测量。结果:25篇实证文章符合本次审查的条件,共有28978名参与者。大多数选定的研究都有横断面设计。总体而言,大多数符合条件的研究表明,在疫情期间,有问题的游戏与负面心理健康结果之间存在显著关联。问题游戏、抑郁和焦虑之间大多存在相关性。结论:未来关注问题游戏与心理健康结果之间关系的研究应该超越由于横断面设计、抽样和测量的方法限制而存在的相当大的弱点。