游戏作为COVID-19大流行期间的应对策略

IF 4.6 Q2 MATERIALS SCIENCE, BIOMATERIALS ACS Applied Bio Materials 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
{"title":"游戏作为COVID-19大流行期间的应对策略","authors":"R. Lewinson, J. Wardell, Naama B. Kronstein, Karli K. Rapinda, T. Kempe, J. Katz, Hyoun S. Kim, M. Keough","doi":"10.5817/cp2023-3-3","DOIUrl":null,"url":null,"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.","PeriodicalId":2,"journal":{"name":"ACS Applied Bio Materials","volume":null,"pages":null},"PeriodicalIF":4.6000,"publicationDate":"2023-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Gaming as a coping strategy during the COVID-19 pandemic\",\"authors\":\"R. Lewinson, J. Wardell, Naama B. Kronstein, Karli K. Rapinda, T. Kempe, J. Katz, Hyoun S. Kim, M. Keough\",\"doi\":\"10.5817/cp2023-3-3\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":2,\"journal\":{\"name\":\"ACS Applied Bio Materials\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":4.6000,\"publicationDate\":\"2023-06-30\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"ACS Applied Bio Materials\",\"FirstCategoryId\":\"102\",\"ListUrlMain\":\"https://doi.org/10.5817/cp2023-3-3\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"MATERIALS SCIENCE, BIOMATERIALS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACS Applied Bio Materials","FirstCategoryId":"102","ListUrlMain":"https://doi.org/10.5817/cp2023-3-3","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"MATERIALS SCIENCE, BIOMATERIALS","Score":null,"Total":0}
引用次数: 0

摘要

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。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Gaming as a coping strategy during the COVID-19 pandemic
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.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
ACS Applied Bio Materials
ACS Applied Bio Materials Chemistry-Chemistry (all)
CiteScore
9.40
自引率
2.10%
发文量
464
期刊最新文献
A Systematic Review of Sleep Disturbance in Idiopathic Intracranial Hypertension. Advancing Patient Education in Idiopathic Intracranial Hypertension: The Promise of Large Language Models. Anti-Myelin-Associated Glycoprotein Neuropathy: Recent Developments. Approach to Managing the Initial Presentation of Multiple Sclerosis: A Worldwide Practice Survey. Association Between LACE+ Index Risk Category and 90-Day Mortality After Stroke.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1