Gaming as a coping strategy during the COVID-19 pandemic

IF 2.4 3区 心理学 Q1 COMMUNICATION Cyberpsychology-Journal of Psychosocial Research on Cyberspace Pub Date : 2023-06-30 DOI:10.5817/cp2023-3-3
R. Lewinson, J. Wardell, Naama B. Kronstein, Karli K. Rapinda, T. Kempe, J. Katz, Hyoun S. Kim, M. Keough
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Abstract

Early in the COVID-19 pandemic, social interactions were constrained by physical distancing guidelines. Consequently, some individuals may have turned to video games to cope with isolation and negative emotions. Previous studies have shown that people who struggle with anxiety and depression are at particular risk for developing problem gaming behaviours. However, there is a paucity of longitudinal research testing pathways from negative emotionality to problem gaming behaviours, especially during the COVID-19 pandemic. Accordingly, we conducted a multi-wave longitudinal study and predicted that high levels of emotional vulnerability (anxiety and depression) in the first month of the pandemic would prospectively relate to elevated time spent gaming and related problems six months later. We also predicted that elevated coping motives for gaming would mediate these associations. A sample of 332 Canadian gamers (Mage = 33.79; 60.8% men) completed three surveys on Prolific, with the first occurring in April 2020 (one-month after the declared COVID-19 state of emergency) and subsequent surveys were spaced three months apart. High initial levels of emotional vulnerability predicted excessive time spent gaming, as well as related problems, six months into the pandemic. Elevated coping motives for gaming uniquely mediated these pathways. This longitudinal study is the first to show that negative emotionality was a vulnerability factor for coping-related problem gaming during the COVID-19 pandemic. As we continue to cope with the longer-lasting impacts of the pandemic, it will be important for individuals who struggle with mood and anxiety issues to find more effective ways of coping.
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游戏作为COVID-19大流行期间的应对策略
在2019冠状病毒病大流行初期,社交互动受到保持身体距离准则的限制。因此,有些人可能会转向电子游戏来应对孤立和负面情绪。之前的研究表明,患有焦虑和抑郁的人更容易出现问题游戏行为。然而,缺乏从负面情绪到问题游戏行为的纵向研究测试,特别是在COVID-19大流行期间。因此,我们进行了一项多波纵向研究,并预测在流感流行的第一个月,高水平的情绪脆弱性(焦虑和抑郁)可能与6个月后游戏时间的增加和相关问题有关。我们还预测,游戏中升高的应对动机会调节这些关联。以332名加拿大玩家为样本(游戏邦注:Mage = 33.79;60.8%的男性)完成了三次调查,第一次发生在2020年4月(宣布COVID-19紧急状态后一个月),随后的调查间隔三个月。高水平的情绪脆弱性预示着游戏时间过长,以及在疫情爆发6个月后出现的相关问题。游戏中升高的应对动机独特地介导了这些途径。这项纵向研究首次表明,在COVID-19大流行期间,负面情绪是应对相关问题游戏的一个脆弱因素。当我们继续应对大流行的长期影响时,对那些与情绪和焦虑问题作斗争的个人来说,找到更有效的应对方法将是很重要的。
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来源期刊
CiteScore
3.60
自引率
6.90%
发文量
39
审稿时长
50 weeks
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