Hu Fengbin, Tai Zixue, Liu Jianping
Research Center for Cyberspace Governance, MOE Laboratory for National Development and Intelligent Governance, Fudan University, Shanghai, China.
School of Journalism and Media, University of Kentucky, Lexington, KY, United States.
JMIR Serious Games. 2025 May 30;13:e58857. doi: 10.2196/58857.
A growing body of research has examined the connection between video game play and relief from anxiety and depressive symptoms during the COVID-19 pandemic years. However, evidence has been limited in dissecting the role of video games in moderating personal health outcomes such as anxiety and depression. This research aimed to provide insights into this area by investigating Chinese college students living under difficult conditions during the COVID-19 pandemic shelter-in-place lockdowns.
This study investigated the effect of video games on mental disorders among Chinese college students during the COVID-19 pandemic shelter-in-place lockdown mandates.
A mixed methods approach was adopted. The quantitative portion included a cross-sectional survey of a national sample of 2818 (n=1396, 49.54% male vs n=1422, 50.46% female) college students from 8 provinces spanning 16 geographic regions during the extended COVID-19 pandemic lockdowns in late 2021 and early 2022. The qualitative portion encompassed 17 semistructured in-depth interviews of (9/17, 53% female vs 8/17, 47% male) students on their experiences, perceptions, and evaluations of playing video games during the lockdowns. Anxiety symptoms were measured using the 7-item self-administered Generalized Anxiety Disorder scale, while depression was assessed with the 9-item Patient Health Questionnaire scale. Multiple regression analyses were used to examine whether demographic variables (ie, sex and year in college), modality and content of play, and play time accounted for the outcomes of anxiety and depression. ANOVA tests were performed on overall playtime and the prelockdown-to-lockdown period change in game time on the severity of anxiety and depression symptoms. Thematic analysis of qualitative data provided additional perspectives on gaming dynamics in relation to anxiety and depression.
No significant sex effect was detected in video game play outcomes for anxiety or depression. At the level of the study population, a significant difference between gamers and nongamers was observed to moderate anxiety (t=-0.42, P=.02) but not depression (t=-0.12, P=.60) symptoms, controlling for the effect of sex. Playing more online games, spending more time gaming, and an increase in play time were linked to heightened anxiety and depression symptoms. Conversely, playing with friends was connected to lowered anxiety (β=-0.05, P=.04) and depression (β=-0.08, P=.003) scores.
The buffer effects of video games may be strongest among routine players with moderate to low anxiety and depression symptoms, while excessive gaming, as shown in the overall amount of game time as well as the prelockdown-to-lockdown period increase in game time, may have detrimental consequences among those struggling with high anxiety and depression. Social play was an effective mechanism in mitigating anxiety and depressive tendencies. Future research should address game content and modality as well as the long-term impacts of video game engagement during crises.
越来越多的研究探讨了在新冠疫情期间玩电子游戏与缓解焦虑和抑郁症状之间的联系。然而,在剖析电子游戏在调节焦虑和抑郁等个人健康结果方面的作用方面,证据有限。本研究旨在通过调查新冠疫情期间就地避难封锁期间生活条件困难的中国大学生,为该领域提供见解。
本研究调查了新冠疫情期间就地避难封锁命令下电子游戏对中国大学生精神障碍的影响。
采用混合方法。定量部分包括对2021年末和2022年初新冠疫情延长封锁期间来自8个省份16个地理区域的2818名大学生(n = 1396,男性占49.54%;n = 1422,女性占50.46%)进行的全国性样本横断面调查。定性部分包括对17名学生(9/17,女性占53%;8/17,男性占47%)进行的17次半结构化深入访谈,了解他们在封锁期间玩电子游戏的经历、看法和评价。使用7项自我管理的广泛性焦虑障碍量表测量焦虑症状,使用9项患者健康问卷量表评估抑郁情况。多元回归分析用于检验人口统计学变量(即性别和大学年级)、游戏方式和内容以及游戏时间是否能解释焦虑和抑郁的结果。对总体游戏时间以及封锁前到封锁期间游戏时间的变化对焦虑和抑郁症状严重程度进行方差分析测试。定性数据的主题分析为与焦虑和抑郁相关的游戏动态提供了更多视角。
在焦虑或抑郁的电子游戏结果中未检测到显著的性别效应。在研究人群层面,在控制性别影响后,观察到游戏玩家和非游戏玩家之间存在显著差异,游戏玩家能缓解焦虑(t = -0.42,P = 0.02)但不能缓解抑郁(t = -0.12,P = 0.60)症状。玩更多网络游戏、花更多时间玩游戏以及游戏时间增加与焦虑和抑郁症状加剧有关。相反,与朋友一起玩与焦虑(β = -0.05,P = 0.04)和抑郁(β = -0.08,P = 0.003)得分降低有关。
电子游戏的缓冲作用可能在焦虑和抑郁症状为中度至低度的常规玩家中最强,而过度游戏,如游戏总时长以及封锁前到封锁期间游戏时间的增加,可能对那些焦虑和抑郁程度高的人产生有害影响。社交性游戏是减轻焦虑和抑郁倾向的有效机制。未来的研究应关注游戏内容和方式以及危机期间参与电子游戏的长期影响。