Zhu Shimin, Zhuang Yanqiong, Lee Paul, Li Jessica Chi-Mei, Wong Paul W C
Department of Applied Social Sciences, The Hong Kong Polytechnic University, Hong Kong, Hong Kong.
Department of Health Sciences, University of Leicester, Leicester, United Kingdom.
JMIR Serious Games. 2021 May 7;9(2):e26808. doi: 10.2196/26808.
School closures during the COVID-19 pandemic may have exacerbated students' loneliness, addictive gaming behaviors, and poor mental health. These mental health issues confronting young people are of public concern.
This study aimed to examine the associations between loneliness and gaming addiction behaviors among young people in Hong Kong and to investigate how familial factors, psychological distress, and gender differences moderate these relationships.
This cross-sectional study was conducted in June 2020 when schools reopened after 6 months of school closures. Participants included 2863 children and adolescents in primary (Grades 4 to 6) and secondary (Grades 7 and 8) schools (female participants: 1502/2863, 52.5%). Chi-square tests, one-way analyses of variance, and independent-samples t tests were performed to compare the differences of distribution in gaming addiction behaviors across gender, age, and other sociodemographic characteristics. Multinomial logistic regression analyses were conducted to identify factors that relate to excessive or pathological gaming behaviors separately, in comparison with leisure gaming.
A total of 83.0% (2377/2863) of the participants played video games during the COVID-19 pandemic. The prevalence of excessive and pathological game addiction behaviors was 20.9% (597/2863) and 5.3% (153/2863), respectively. More male students had gaming addiction symptoms than female students. The multinomial logistic regressions showed that feeling lonely was associated with more problematic gaming behaviors, and the association was stronger for older female students. Low socioeconomic status, less parental support and less supervision, and poor mental health were risk factors for gaming addiction behaviors, especially among primary school students.
Loneliness was associated with gaming addiction behaviors; the findings from this study suggested that this association was similar across gender and age groups among young people. Familial support and supervision during school closures can protect young people from developing problematic gaming behaviors. Results of this study have implications for prevention and early intervention on behalf of policy makers and game developers.
新冠疫情期间学校关闭可能加剧了学生的孤独感、游戏成瘾行为以及心理健康问题。这些困扰年轻人的心理健康问题受到公众关注。
本研究旨在探讨香港年轻人中孤独感与游戏成瘾行为之间的关联,并调查家庭因素、心理困扰和性别差异如何调节这些关系。
这项横断面研究于2020年6月学校关闭6个月后重新开学时进行。参与者包括2863名小学(四年级至六年级)和中学(七年级和八年级)的儿童和青少年(女性参与者:1502/2863,52.5%)。进行卡方检验、单因素方差分析和独立样本t检验,以比较游戏成瘾行为在性别、年龄和其他社会人口学特征方面的分布差异。进行多项逻辑回归分析,以分别确定与过度或病理性游戏行为相关的因素,并与休闲游戏进行比较。
在新冠疫情期间,共有83.0%(2377/2863)的参与者玩电子游戏。过度和病理性游戏成瘾行为的患病率分别为20.9%(597/2863)和5.3%(153/2863)。有游戏成瘾症状的男学生比女学生更多。多项逻辑回归显示,感到孤独与更多有问题的游戏行为相关,且这种关联在年龄较大的女学生中更强。社会经济地位低、父母支持和监督较少以及心理健康状况差是游戏成瘾行为的危险因素,尤其是在小学生中。
孤独感与游戏成瘾行为相关;本研究结果表明,这种关联在年轻人的不同性别和年龄组中相似。学校关闭期间的家庭支持和监督可以保护年轻人不发展出有问题的游戏行为。本研究结果对政策制定者和游戏开发者的预防和早期干预具有启示意义。