Online gaming and prolonged self-isolation: evidence from Italian gamers during the COVID-19 outbreak

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Version: Final published version
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Serval ID
serval:BIB_CCC91AA2F3FD
Type
Article: article from journal or magazin.
Collection
Publications
Institution
Title
Online gaming and prolonged self-isolation: evidence from Italian gamers during the COVID-19 outbreak
Journal
Clinical Neuropsychiatry
Author(s)
Giardina Alessandro, Di Blasi Marie, Schimmenti Adriano, King Daniel L., Starcevic Vladan, Billieux Joel
Publication state
Published
Issued date
2021
Peer-reviewed
Oui
Volume
18
Number
1
Pages
65-74
Language
english
Abstract
Objective: The self-isolation measures employed during the COVID-19 pandemic made it difficult for basic needs to be met, thus increasing emotional distress. It has been suggested that socially meaningful online gaming buffered emotional distress during the lockdown. This study aimed to test the protective effect of online gaming during the lockdown and to investigate the differences between highly involved gamers (those who play videogames intensely without adverse consequences) and problematic gamers in this regard. Method: Capitalizing on a data collection that started before the pandemic, we adopted a cross-sectional between-groups study design in which gaming patterns, gaming related variables and levels of emotional distress were compared between a pre-COVID group (N=298) and a COVID group (N=366). Results: Compared to the pre-COVID group, high involvement in gaming was more prominent and emotional distress was decreased in the COVID group. Moderated regression analyses further revealed that the interaction between social compensation via gaming and highly involved gaming was associated with lower levels of emotional distress in the COVID-19 group. In contrast, the interaction between gaming-related relaxation and problematic gaming predicted higher emotional distress in the COVID-19 group. Conclusions: This study suggests that gaming for social compensation might mitigate the experienced emotional distress during pandemic related self-isolation, whereas maladaptive gaming patterns could constitute a vulnerability factor deserving clinical attention.
Keywords
Gaming, Covid-19, Gaming Disorder, Motives, Social Isolation
Open Access
Yes
Create date
04/03/2021 15:37
Last modification date
09/03/2021 7:27
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