{"title":"Is playing video games during COVID-19 lockdown related to adolescent well-being? The role of emotional self-efficacy and positive coping","authors":"E. Calandri, E. Cattelino, F. Graziano","doi":"10.1080/17405629.2022.2148651","DOIUrl":null,"url":null,"abstract":"ABSTRACT The relationship between adolescents’ use of video games and their well-being is controversial and largely unexplored during the COVID −19 pandemic. This study examined the association between adolescent video game use and well-being during a nationwide lockdown (March-May 2020) and investigated whether this association was mediated by emotional self-efficacy and moderated by positive coping. The study involved 168 Italian adolescents aged 14–19 years (M = 16.6 years, SD = 1.6). Data were collected through an anonymous online questionnaire. Moderated mediation analysis showed that playing video games was indirectly associated with lower health complaints and higher affective well-being by mediating emotional self-efficacy. In addition, positive coping was found to moderate the relationship between video game use and emotional self-efficacy. Results indicate that both emotional self-efficacy and positive coping enabled adolescents to benefit from playing video games in terms of individual well-being during home confinement.","PeriodicalId":47709,"journal":{"name":"European Journal of Developmental Psychology","volume":"91 1","pages":"533 - 549"},"PeriodicalIF":1.9000,"publicationDate":"2022-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"European Journal of Developmental Psychology","FirstCategoryId":"102","ListUrlMain":"https://doi.org/10.1080/17405629.2022.2148651","RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"PSYCHOLOGY, DEVELOPMENTAL","Score":null,"Total":0}
引用次数: 2
Abstract
ABSTRACT The relationship between adolescents’ use of video games and their well-being is controversial and largely unexplored during the COVID −19 pandemic. This study examined the association between adolescent video game use and well-being during a nationwide lockdown (March-May 2020) and investigated whether this association was mediated by emotional self-efficacy and moderated by positive coping. The study involved 168 Italian adolescents aged 14–19 years (M = 16.6 years, SD = 1.6). Data were collected through an anonymous online questionnaire. Moderated mediation analysis showed that playing video games was indirectly associated with lower health complaints and higher affective well-being by mediating emotional self-efficacy. In addition, positive coping was found to moderate the relationship between video game use and emotional self-efficacy. Results indicate that both emotional self-efficacy and positive coping enabled adolescents to benefit from playing video games in terms of individual well-being during home confinement.