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Gaming in China Before the COVID-19 Pandemic and After the Lifting of Lockdowns: a Nationwide Online Retrospective Survey

With the lockdown and social distancing during the outbreak of coronavirus disease 2019 (COVID-19), gaming has become a popular leisure activity. This study aimed to explore changes in gaming behavior after the lifting of COVID-19 lockdowns and risk factors for increased gaming behavior. This online...

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Autores principales: Wu, Qiuxia, Luo, Tao, Tang, Jinsong, Wang, Yunfei, Wu, Zhenzhen, Liu, Yueheng, Chen, Wei, Deng, Qijian, Liao, Yanhui
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer US 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8969819/
https://www.ncbi.nlm.nih.gov/pubmed/35382159
http://dx.doi.org/10.1007/s11469-022-00792-3
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author Wu, Qiuxia
Luo, Tao
Tang, Jinsong
Wang, Yunfei
Wu, Zhenzhen
Liu, Yueheng
Chen, Wei
Deng, Qijian
Liao, Yanhui
author_facet Wu, Qiuxia
Luo, Tao
Tang, Jinsong
Wang, Yunfei
Wu, Zhenzhen
Liu, Yueheng
Chen, Wei
Deng, Qijian
Liao, Yanhui
author_sort Wu, Qiuxia
collection PubMed
description With the lockdown and social distancing during the outbreak of coronavirus disease 2019 (COVID-19), gaming has become a popular leisure activity. This study aimed to explore changes in gaming behavior after the lifting of COVID-19 lockdowns and risk factors for increased gaming behavior. This online retrospective study included 5268 gamers. A total of 5% gamers scored 32 or higher on the 9-item Internet Gaming Disorder Scale—Short-Form (IGDS9-SF), suggesting diagnosis of internet gaming disorder (IGD). Over one-third of gamers reported an increase in time spent on gaming per day after the lockdowns were lifted. Logistic regression analysis revealed that gamers who were female, students, experienced stress, or scored higher on IGDS9-SF were more likely to spend more time on gaming per day after the lifting of lockdowns. These findings highlighted the needs for more effective coping strategies or interventions to prevent excessive gaming, especially for females and students.
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spelling pubmed-89698192022-04-01 Gaming in China Before the COVID-19 Pandemic and After the Lifting of Lockdowns: a Nationwide Online Retrospective Survey Wu, Qiuxia Luo, Tao Tang, Jinsong Wang, Yunfei Wu, Zhenzhen Liu, Yueheng Chen, Wei Deng, Qijian Liao, Yanhui Int J Ment Health Addict Original Article With the lockdown and social distancing during the outbreak of coronavirus disease 2019 (COVID-19), gaming has become a popular leisure activity. This study aimed to explore changes in gaming behavior after the lifting of COVID-19 lockdowns and risk factors for increased gaming behavior. This online retrospective study included 5268 gamers. A total of 5% gamers scored 32 or higher on the 9-item Internet Gaming Disorder Scale—Short-Form (IGDS9-SF), suggesting diagnosis of internet gaming disorder (IGD). Over one-third of gamers reported an increase in time spent on gaming per day after the lockdowns were lifted. Logistic regression analysis revealed that gamers who were female, students, experienced stress, or scored higher on IGDS9-SF were more likely to spend more time on gaming per day after the lifting of lockdowns. These findings highlighted the needs for more effective coping strategies or interventions to prevent excessive gaming, especially for females and students. Springer US 2022-03-31 /pmc/articles/PMC8969819/ /pubmed/35382159 http://dx.doi.org/10.1007/s11469-022-00792-3 Text en © The Author(s) 2022 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) .
spellingShingle Original Article
Wu, Qiuxia
Luo, Tao
Tang, Jinsong
Wang, Yunfei
Wu, Zhenzhen
Liu, Yueheng
Chen, Wei
Deng, Qijian
Liao, Yanhui
Gaming in China Before the COVID-19 Pandemic and After the Lifting of Lockdowns: a Nationwide Online Retrospective Survey
title Gaming in China Before the COVID-19 Pandemic and After the Lifting of Lockdowns: a Nationwide Online Retrospective Survey
title_full Gaming in China Before the COVID-19 Pandemic and After the Lifting of Lockdowns: a Nationwide Online Retrospective Survey
title_fullStr Gaming in China Before the COVID-19 Pandemic and After the Lifting of Lockdowns: a Nationwide Online Retrospective Survey
title_full_unstemmed Gaming in China Before the COVID-19 Pandemic and After the Lifting of Lockdowns: a Nationwide Online Retrospective Survey
title_short Gaming in China Before the COVID-19 Pandemic and After the Lifting of Lockdowns: a Nationwide Online Retrospective Survey
title_sort gaming in china before the covid-19 pandemic and after the lifting of lockdowns: a nationwide online retrospective survey
topic Original Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8969819/
https://www.ncbi.nlm.nih.gov/pubmed/35382159
http://dx.doi.org/10.1007/s11469-022-00792-3
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