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Leisure and problem gaming behaviors among children and adolescents during school closures caused by covid-19 in hong kong: Quantitative cross-sectional survey study

Leisure and problem gaming behaviors among children and adolescents during school closures caused by covid-19 in hong kong: Quantitative cross-sectional survey study
Leisure and problem gaming behaviors among children and adolescents during school closures caused by covid-19 in hong kong: Quantitative cross-sectional survey study
Background: 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. Objective: 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.
Methods: 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.
Results: 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.
Conclusions: 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.
COVID-19, COVID-19 lockdown, Excessive gaming, Familial factors, Leisure gaming, Loneliness, Pathological gaming, School closure
Zhu, Shimin
205d00dd-aa85-465b-b90b-b870a95fcf1d
Zhuang, Yanqiong
8eafb4b9-cabc-44ea-bfb8-3a1aa6e1af78
Lee, Paul
02620eab-ae7f-4a1c-bad1-8a50e7e48951
Chi-Mei Li, Jessica
75ada6db-68b7-418c-875b-51e433b168d2
Wong, Paul W.C.
1ba114ee-6a5f-4e72-8d76-ec13bc9b0cea
Zhu, Shimin
205d00dd-aa85-465b-b90b-b870a95fcf1d
Zhuang, Yanqiong
8eafb4b9-cabc-44ea-bfb8-3a1aa6e1af78
Lee, Paul
02620eab-ae7f-4a1c-bad1-8a50e7e48951
Chi-Mei Li, Jessica
75ada6db-68b7-418c-875b-51e433b168d2
Wong, Paul W.C.
1ba114ee-6a5f-4e72-8d76-ec13bc9b0cea

Zhu, Shimin, Zhuang, Yanqiong, Lee, Paul, Chi-Mei Li, Jessica and Wong, Paul W.C. (2021) Leisure and problem gaming behaviors among children and adolescents during school closures caused by covid-19 in hong kong: Quantitative cross-sectional survey study. JMIR Serious Games, 9 (2), [e26808]. (doi:10.2196/26808).

Record type: Article

Abstract

Background: 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. Objective: 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.
Methods: 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.
Results: 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.
Conclusions: 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.

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More information

Published date: April 2021
Additional Information: Publisher Copyright: © 2021 JMIR Medical Informatics.
Keywords: COVID-19, COVID-19 lockdown, Excessive gaming, Familial factors, Leisure gaming, Loneliness, Pathological gaming, School closure

Identifiers

Local EPrints ID: 474967
URI: http://eprints.soton.ac.uk/id/eprint/474967
PURE UUID: 7776b649-d66d-47f7-8359-e75d98934782
ORCID for Paul Lee: ORCID iD orcid.org/0000-0002-5729-6450

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Date deposited: 07 Mar 2023 17:49
Last modified: 17 Mar 2024 04:16

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Contributors

Author: Shimin Zhu
Author: Yanqiong Zhuang
Author: Paul Lee ORCID iD
Author: Jessica Chi-Mei Li
Author: Paul W.C. Wong

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