Shan Dan, Dai ZhiHao, Ge FenFen, Zhang Yanyi, Zheng YuanDian, Gao XiaoYi, Han JunChu
Department of Biobehavioral Science, Teachers College, Columbia University, New York City, USA.
School of Medicine, Royal College of Surgeons, Ireland, Dublin, IRL.
Cureus. 2023 Mar 18;15(3):e36334. doi: 10.7759/cureus.36334. eCollection 2023 Mar.
Electronic sports game (esports) gaming has seen a surge in popularity, especially during the coronavirus disease 2019 (COVID-19) pandemic, with more young people turning to it as an alternative to physical activities. However, the impact of esports gaming on mental health is a matter of concern. Previous studies have produced inconsistent findings on the relationship between gaming hours and mental health, and the moderating factors involved remain unexplored. This study aimed to investigate the moderating effect of participants' subjective attitudes toward esports gaming on the relationship between daily gaming hours and psychological well-being (PWB) among Chinese young adults during the COVID-19 lockdown. A nationwide online survey was conducted on 550 Chinese young adults using the Credamo platform. Ryff's Psychological Well-Being Scales (42-Item version) were used to assess PWB levels. The analysis included 453 participants. Gaming hours were negatively correlated with PWB scores. However, when considering the moderating effect of subjective attitudes, the association between gaming hours and PWB scores was largely positive. Our study suggests that subjective attitudes toward esports gaming outweigh gaming hours in promoting personal psychological well-being. We propose practical recommendations for healthy esports participation patterns that prioritize positive attitudes, especially in similar future scenarios like COVID-19. Our findings may inform future psychological intervention and research in the esports domain.
电子竞技游戏的受欢迎程度激增,尤其是在2019年冠状病毒病(COVID-19)大流行期间,越来越多的年轻人将其作为体育活动的替代选择。然而,电子竞技游戏对心理健康的影响令人担忧。以往的研究在游戏时长与心理健康之间的关系上得出了不一致的结果,且其中涉及的调节因素仍未得到探索。本研究旨在调查在COVID-19封锁期间,中国年轻人对电子竞技游戏的主观态度对每日游戏时长与心理健康(PWB)之间关系的调节作用。通过Credamo平台对550名中国年轻人进行了一项全国性在线调查。使用Ryff心理健康量表(42项版本)来评估心理健康水平。分析纳入了453名参与者。游戏时长与心理健康得分呈负相关。然而,在考虑主观态度的调节作用时,游戏时长与心理健康得分之间的关联在很大程度上是正相关的。我们的研究表明,在促进个人心理健康方面,对电子竞技游戏的主观态度比游戏时长更重要。我们针对健康的电子竞技参与模式提出了切实可行的建议,这些模式优先考虑积极态度,尤其是在类似COVID-19这样的未来情景中。我们的研究结果可能为未来电子竞技领域的心理干预和研究提供参考。