Effects of video games on individuals during COVID-19 lockdown in India (original) (raw)
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Online Journal of Health and Allied Sciences, 2021
Background: College students have taken to massive multiplayer online games (MMOG) for entertainment during this COVID pandemic. However, it could jeopardize their mental health risk if unregulated. Aim: This study aims to examine the relationship between gaming hours and key components of mental health viz self-compassion and online/offline integration, along with the role of time as a moderator in the relationship. Methods: A sample of 515 students who play MMOGs completed a set of standardized questionnaires. Descriptive, inferential analyses and moderated multiple regression were performed to study these relationships. Result: The results demonstrated a positive correlation between low game time, self-compassion and integration of online/offline life. Gamers with high self-compassion devoted lesser number of hours and tended to be well integrated in terms of their identity, social relations and functions in both online and offline lives as compared to gamers with low self-compas...
Cyberpsychology, Behavior, and Social Networking
During the initial phases of the COVID-19 pandemic, playing video games has been much more than just a pastime. Studies suggested that video games for many individuals have helped to cope with such difficult life experience. However, other research indicates that gaming may have had harmful effects. Within this context, this systematic review aimed to describe the literature on the effects of video games during the early stages of the COVID-19 crisis on stress, anxiety, depression, loneliness, and gaming disorder (GD), examining the study characteristics and outcomes. A systematic search of the literature was made following the Preferred Reporting Items for Systematic Reviews and Meta-Analysis guidelines. It was preregistered in the International Platform of Registered Systematic Review and Meta-Analysis Protocols (INPLASY)-INPLASY202180053. The search databases were PsycINFO, Web of Science, and Medline. The search string was: [(''video game*'') OR (''computer game*'') OR (''gaming'')] AND [(''COVID-19'')]. Twentyfour studies met the inclusion criteria. Four research explored the effects of playing video games during the COVID-19 pandemic on stress, anxiety, and depression. Four studies investigated loneliness, while 18 research investigated game disorder. Video games, especially augmented reality and online multiplayer ones, mitigated stress, anxiety, depression, and loneliness among adolescents and young adults during stayat-home restrictions. However, in the case of at-risk individuals (i.e., particularly male youths), playing video games had detrimental effects.
Worsened Anxiety and Loneliness Influenced Gaming and Gambling during the COVID-19 Pandemic
Journal of Clinical Medicine
Aim: To study the prevalence and patterns of problematic gaming and gambling during the COVID-19 pandemic and the association with psychiatric traits and major types of anxiety categories. Method: 1067 young adults participated in both wave 3 (2018) and wave 4 (2021) of the SALVe Cohort. Associations with psychiatric symptoms and anxiety were examined using logistic regression and Chi-square tests. Results: Problematic gaming decreased by 1.3 percentage points to 23.2% since the start of the pandemic, while problematic gambling increased by 0.9 percentage points to 6.5% in w4. Average time spent playing video games/day decreased from 2.2 h (w3) to 1.7 h (w4), while increases in gaming activity were associated with worsened feelings of loneliness (p = 0.002), depression (p < 0.001), and anxiety (p < 0.01) during the pandemic. Predictors for problematic gaming at w4 were previous problematic gaming and social anxiety (p = < 0.001 and 0.01, respectively). Moreover, previous pr...
COVID-19, Loneliness and Technological Addiction: Longitudinal Data
Journal of Gambling Issues, 2021
The COVID-19 outbreak has been shown to have had a negative impact on mental health: furthermore, lockdown measures may have increased levels of loneliness and addiction. Preliminary studies indicated an increased frequency of gaming and social media use during this time and augmented levels of loneliness likely account for the increase in gaming and social media addiction during lockdown. We conducted a longitudinal study administering a battery of self-report questionnaires at the beginning of lockdown (Stage 1) and three days before the end of the lockdown (Stage 2). Specifically, we measured loneliness feelings, frequency of gaming, and social media use, as well as both gaming and social media addiction. Data were analysed using Structural Equation Modeling. We found that loneliness levels longitudinally predicted both gaming and social media addiction, even when controlling for gaming and social media use at Stage 1. Increased feelings of loneliness, a well-known risk factor fo...
Gaming disorder among medical college students from India: Exploring the pattern and correlates
Industrial Psychiatry Journal, 2019
Background The frequent lockdown in Nepal during COVID-19 pandemic had brought various kinds of complexities such as stress among college students. This situation had created uncertainty of future academic career of undergraduate students in medical colleges. Some previously published literature showed gaming as a coping mechanism against stress. Objective To assess the gaming behavior of Medical college students during lockdown in COVID-19 pandemic. Method A cross-sectional study was conducted during lockdown period of July to August 2020. A total of 412 college students were enrolled. Online Google forms were shared to all the eligible students through email, viber and messenger with the help of class representative. Collected data were analyzed in SPSS version 20.0. Result The prevalence of gaming disorder was 8.5% among 260 internet gaming users. About 69.2% of the participants reported that their gaming behavior had increased due to stress of COVID-19 pandemic. Gender and spending more time online per day showed significant associations with greater scores on the internet gaming disorder. Conclusion During lockdown period of COVID-19 pandemic, the gaming behavior of medical college students has increased.
The impact of COVID-19 lockdown on internet use and escapism in adolescents
Revista de Psicología Clínica con Niños y Adolescentes
The COVID-19 pandemic has had a significant impact on everyday functioning, considerable measures being taken to reduce the spread of the virus. Schools and social avenues have been placed on prolonged lockdowns, with people continuing to maintain physical distance. Adolescents and young people have had to endure significant stress alongside dealing with developmental characteristics. Amidst all of this, studies report an increase in gaming addiction and internet use with detrimental impact on psychosocial well-being. The aim of the present study was to examine the impact of lockdown on internet use in adolescents, comparing their habits from before the pandemic. Furthermore, this research aimed to investigate the relationship between gaming addiction, internet use and COVID-19 worries. Adolescents from several countries (e.g., India, Malaysia, Mexico and the UK) completed online questionnaires, shared via social media and youth networks. These measures included questions on interne...
Internet gaming disorder: a public health concern
International Journal of Community Medicine and Public Health, 2019
Background: Internet gaming disorder is the public health concern globally due to its detrimental effects on the youth to an extreme of provoking them to suicide. As we lack studies in India highlighting this issue we have taken up a study to assess internet gaming disorder among medical graduates and validate the Internet gaming disorder-20 (IGD-20) scale. Methods: A cross-sectional study done on 200 first and second year medical students of Kurnool Medical College, Kurnool during February and March, 2019 using self-administered questionnaire containing IGD-20 which satisfies Griffith's biopsychosocial component model and questions to assess socio behaviour changes. Data entered and analysed using SPSS version 23. Descriptive analysis, reliability tests, correlation and other appropriate significant tests used. Results: Prevalence of internet gaming disorder was 10%, more in male and who spend more than 30 hours per week on gaming which was statistically significant. Internal consistency of the IGD-20 was 0.91 Cronbach's alpha. Sociobehavioural changes like aggressiveness, irritability and change in food patterns were significantly associated with excessive disordered gaming habit. Conclusions: Advanced technology as electronic gadgets, easily accessible networks are attracting the generation and making them addicted to it. Stress of the competitive world, loneliness is triggering this behaviour. Timely detection and management of the disordered gamers, scrutiny of parents on the internet gaming usage pattern of their kids, selfrealisation and motivation towards physical games could help the youth to succumb the internet gaming disorder.
Gaming as a coping strategy during the COVID-19 pandemic
Cyberpsychology, 2023
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.
Discussion of digital gaming's impact on players' well-being during the COVID-19 lockdown
ArXiv, 2020
This research discusses how to utilise digital gaming to support the well-being of its users and sustain their physical and mental health during the COVID-19 lockdown in which people's activities are limited. The published academic literature that is written in English and available for access on online databases was reviewed to develop key take-aways and a framework for discussing how to enhance people's well-being in the COVID-19 lockdown. Interaction with other players in virtual communities has been found to have a positive influence on the mental health of those suffering from a lack of societal connection. A framework for further research has also been developed that focuses on the critical situation of the COVID-19 lockdown,as this is an urgent topic with a huge impact on our health.Some gaming service providers have been proactive in redesigning game programming to be suitable for the lockdown situation, and this enables players to enjoy physical activities even at h...
A Study of Loneliness and Internet Gaming Disorder in Students
2019
In today's progressive area Psychological research can be very helpful to study the problems of society, social science like Sociology, Psychology, Economics etc. were used in various branches of Psychology like child psychology, educational psychology and social psychology etc. We have to suffer many problems in this type of study. The main purpose of this research was to a study of loneliness and Internet gaming disorder in students. The total sample consisted 60 as a Nation belonging to 30 male and 30 female. The research tool for Loneliness was measured by Russel (1986) and tool for Internet Gaming Disorder (IGD) was measured by Griffiths and pontes (2015). To check the significant difference between group t-test used. Result revealed loneliness is not significant difference in students. There will be significance difference in Internet gaming disorder in students.