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Online Gaming and Prolonged Self-Isolation: Evidence from Italian Gamers During the Covid-19 Outbreak

OBJECTIVE: The self-isolation measures employed during the COVID-19 pandemic made it dificult for basic needs to be met, thus increasing emotional distress. It has been suggested that socially meaningful online gaming bufered emotional distress during the lockdown. This study aimed to test the prote...

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Autores principales: Giardina, Alessandro, Di Blasi, Maria, Schimmenti, Adriano, King, Daniel L., Starcevic, Vladan, Billieux, Joël
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Giovanni Fioriti Editore srl 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8629072/
https://www.ncbi.nlm.nih.gov/pubmed/34909021
http://dx.doi.org/10.36131/cnfioritieditore20210106
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author Giardina, Alessandro
Di Blasi, Maria
Schimmenti, Adriano
King, Daniel L.
Starcevic, Vladan
Billieux, Joël
author_facet Giardina, Alessandro
Di Blasi, Maria
Schimmenti, Adriano
King, Daniel L.
Starcevic, Vladan
Billieux, Joël
author_sort Giardina, Alessandro
collection PubMed
description OBJECTIVE: The self-isolation measures employed during the COVID-19 pandemic made it dificult for basic needs to be met, thus increasing emotional distress. It has been suggested that socially meaningful online gaming bufered emotional distress during the lockdown. This study aimed to test the protective effect of online gaming during the lockdown and to investigate the diferences between highly involved gamers (those who play videogames intensely without adverse consequences) and problematic gamers in this regard. METHOD: Capitalizing on a data collection that started before the pandemic, we adopted a cross-sectional between-groups study design in which gaming patterns, gaming-related variables and levels of emotional distress were compared between a pre-COVID group (N=298) and a COVID group (N=366). RESULTS: Compared to the pre-COVID group, high involvement in gaming was more prominent and emotional distress was decreased in the COVID group. Moderated regression analyses further revealed that the interaction between social compensation via gaming and highly involved gaming was associated with lower levels of emotional distress in the COVID-19 group. In contrast, the interaction between gaming-related relaxation and problematic gaming predicted higher emotional distress in the COVID-19 group. CONCLUSIONS: This study suggests that gaming for social compensation might mitigate the experienced emotional distress during pandemic related self-isolation, whereas maladaptive gaming patterns could constitute a vulnerability factor deserving clinical attention.
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spelling pubmed-86290722021-12-13 Online Gaming and Prolonged Self-Isolation: Evidence from Italian Gamers During the Covid-19 Outbreak Giardina, Alessandro Di Blasi, Maria Schimmenti, Adriano King, Daniel L. Starcevic, Vladan Billieux, Joël Clin Neuropsychiatry Research Article OBJECTIVE: The self-isolation measures employed during the COVID-19 pandemic made it dificult for basic needs to be met, thus increasing emotional distress. It has been suggested that socially meaningful online gaming bufered emotional distress during the lockdown. This study aimed to test the protective effect of online gaming during the lockdown and to investigate the diferences between highly involved gamers (those who play videogames intensely without adverse consequences) and problematic gamers in this regard. METHOD: Capitalizing on a data collection that started before the pandemic, we adopted a cross-sectional between-groups study design in which gaming patterns, gaming-related variables and levels of emotional distress were compared between a pre-COVID group (N=298) and a COVID group (N=366). RESULTS: Compared to the pre-COVID group, high involvement in gaming was more prominent and emotional distress was decreased in the COVID group. Moderated regression analyses further revealed that the interaction between social compensation via gaming and highly involved gaming was associated with lower levels of emotional distress in the COVID-19 group. In contrast, the interaction between gaming-related relaxation and problematic gaming predicted higher emotional distress in the COVID-19 group. CONCLUSIONS: This study suggests that gaming for social compensation might mitigate the experienced emotional distress during pandemic related self-isolation, whereas maladaptive gaming patterns could constitute a vulnerability factor deserving clinical attention. Giovanni Fioriti Editore srl 2021-02 /pmc/articles/PMC8629072/ /pubmed/34909021 http://dx.doi.org/10.36131/cnfioritieditore20210106 Text en © 2021 Giovanni Fioriti Editore s.r.l. This is an open access article. Distribution and reproduction are permitted in any medium, provided the original author(s) and source are credited.
spellingShingle Research Article
Giardina, Alessandro
Di Blasi, Maria
Schimmenti, Adriano
King, Daniel L.
Starcevic, Vladan
Billieux, Joël
Online Gaming and Prolonged Self-Isolation: Evidence from Italian Gamers During the Covid-19 Outbreak
title Online Gaming and Prolonged Self-Isolation: Evidence from Italian Gamers During the Covid-19 Outbreak
title_full Online Gaming and Prolonged Self-Isolation: Evidence from Italian Gamers During the Covid-19 Outbreak
title_fullStr Online Gaming and Prolonged Self-Isolation: Evidence from Italian Gamers During the Covid-19 Outbreak
title_full_unstemmed Online Gaming and Prolonged Self-Isolation: Evidence from Italian Gamers During the Covid-19 Outbreak
title_short Online Gaming and Prolonged Self-Isolation: Evidence from Italian Gamers During the Covid-19 Outbreak
title_sort online gaming and prolonged self-isolation: evidence from italian gamers during the covid-19 outbreak
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8629072/
https://www.ncbi.nlm.nih.gov/pubmed/34909021
http://dx.doi.org/10.36131/cnfioritieditore20210106
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