Claesdotter-Knutsson Emma, André Frida, Håkansson Anders
Department of Clinical Sciences Lund, Faculty of Medicine, Lund University, Lund, Sweden.
Gambling Disorder Unit, Malmö Addiction Centre, Department of Clinical Sciences Lund, Faculty of Medicine, Lund University, Lund, Sweden.
JMIR Serious Games. 2022 Jan 25;10(1):e33059. doi: 10.2196/33059.
Young people's daily lives and social interactions changed remarkably during the COVID-19 pandemic as schools and cinemas closed, leisure activities were cancelled, and gatherings were regulated. Questions have been raised by the media, schools, policy makers, and research communities about the effect on young people's online behaviors.
This cross-sectional study aimed to study self-reported changes in gaming, focusing on a younger section of the population during the COVID-19 pandemic in Sweden. We also wanted to look at potential risk factors behind problematic gaming during the pandemic, including gaming patterns, gambling behavior, psychological distress, certain sociodemographic characteristics, health factors, and school situation.
This was an anonymous online survey study of web panel participants in Sweden (n=1501) to study changes in gaming behaviors during the COVID-19 pandemic. Self-reported increases in gaming were analyzed in logistic regression analyses against sociodemographic and health factors.
Within the study population that reported changes in gaming activity, we found significant differences in age, employment status, disposable income, whether they ever played on loot boxes, time spent at home, school attendance, psychological distress, and gambling and gaming problems, as well as significant differences in changes in alcohol consumption and exercise habits. When examining the 16-24-year-old age group who reported changes in gaming activity, we found significant differences within the group in disposable income, time at home, and school attendance. When examining the 25-39-year-old age group who reported changes in gaming activity, we found significant differences within the group in employment status, disposable income, time spent at home, whether the respondents were studying, school attendance level, psychological distress, and gaming problems, as well as significant differences in changes in alcohol consumption and exercise habits. Psychological distress (all age groups analyzed together; 25-39-year-old age group), drinking less alcohol (all age groups analyzed together), spending more time at home (all age groups analyzed together), gaming problems, and exercising less (25-39-year-old age group) were positively correlated with a self-reported increase in gaming activity. Being employed (25-39-year-old age group) and being over 40 years of age (all age groups analyzed together) were negatively correlated with increased gaming. We found no significant correlations in the 16-24-year-old age group.
Those who reported increased gaming during the COVID-19 pandemic were more likely to be 16 years to 39 years old. In the age group of 25 years to 39 years old, the increase was associated with psychological distress, reporting less exercise, and being unemployed. COVID-19 may present as a risk factor of increased online gaming in a small but vulnerable group. More research and preferably longitudinal studies are needed in the field of gaming and effects of the COVID-19 pandemic.
在新冠疫情期间,年轻人的日常生活和社交互动发生了显著变化,学校和电影院关闭,休闲活动取消,集会受到限制。媒体、学校、政策制定者和研究团体纷纷提出问题,探讨这对年轻人在线行为的影响。
这项横断面研究旨在调查自我报告的游戏行为变化,重点关注瑞典新冠疫情期间较年轻的人群。我们还想研究疫情期间问题游戏背后的潜在风险因素,包括游戏模式、赌博行为、心理困扰、某些社会人口学特征、健康因素和学校情况。
这是一项针对瑞典网络面板参与者(n = 1501)的匿名在线调查研究,旨在研究新冠疫情期间游戏行为的变化。在逻辑回归分析中,针对社会人口学和健康因素分析自我报告的游戏增加情况。
在报告游戏活动有变化的研究人群中,我们发现年龄、就业状况、可支配收入、是否玩过开箱游戏、在家时间、上学出勤率、心理困扰以及赌博和游戏问题存在显著差异,酒精消费和锻炼习惯的变化也存在显著差异。在报告游戏活动有变化的16 - 24岁年龄组中,我们发现该组内可支配收入、在家时间和上学出勤率存在显著差异。在报告游戏活动有变化的25 - 39岁年龄组中,我们发现该组内就业状况、可支配收入、在家时间、受访者是否在学习、上学出勤率水平、心理困扰和游戏问题存在显著差异,酒精消费和锻炼习惯的变化也存在显著差异。心理困扰(所有年龄组合并分析;25 - 39岁年龄组)、饮酒减少(所有年龄组合并分析)、在家时间增加(所有年龄组合并分析)、游戏问题以及锻炼减少(25 - 39岁年龄组)与自我报告的游戏活动增加呈正相关。就业(25 - 39岁年龄组)和40岁以上(所有年龄组合并分析)与游戏增加呈负相关。我们在16 - 24岁年龄组中未发现显著相关性。
在新冠疫情期间报告游戏增加的人群年龄多在16岁至39岁之间。在25岁至三十9岁年龄组中,游戏增加与心理困扰、锻炼减少报告以及失业有关。新冠疫情可能在一小部分但易受影响的群体中成为在线游戏增加的一个风险因素。在游戏领域以及新冠疫情的影响方面,需要更多的研究,最好是纵向研究。