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Digital competence as a protective factor against gaming addiction in children and adolescents: A cross-sectional study in Hong Kong

BACKGROUND: Digital competence can help children and adolescents engage with technology for acquiring new knowledge and for broadening social contact and support, while reducing the risk of inappropriate media use. This study investigated the effects of digital competence on the risk of gaming addic...

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Autores principales: Tso, Winnie W.Y., Reichert, Frank, Law, Nancy, Fu, King Wa, de la Torre, Jimmy, Rao, Nirmala, Leung, Lok Kan, Wang, Yu-Liang, Wong, Wilfred H.S., Ip, Patrick
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Elsevier 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9366955/
https://www.ncbi.nlm.nih.gov/pubmed/35967602
http://dx.doi.org/10.1016/j.lanwpc.2022.100382
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author Tso, Winnie W.Y.
Reichert, Frank
Law, Nancy
Fu, King Wa
de la Torre, Jimmy
Rao, Nirmala
Leung, Lok Kan
Wang, Yu-Liang
Wong, Wilfred H.S.
Ip, Patrick
author_facet Tso, Winnie W.Y.
Reichert, Frank
Law, Nancy
Fu, King Wa
de la Torre, Jimmy
Rao, Nirmala
Leung, Lok Kan
Wang, Yu-Liang
Wong, Wilfred H.S.
Ip, Patrick
author_sort Tso, Winnie W.Y.
collection PubMed
description BACKGROUND: Digital competence can help children and adolescents engage with technology for acquiring new knowledge and for broadening social contact and support, while reducing the risk of inappropriate media use. This study investigated the effects of digital competence on the risk of gaming addiction among children and adolescents. We explored whether students with good digital competence were protected from the adverse effects of media use and the risk of gaming addiction. METHODS: 1956 students (690 primary and 1266 secondary) completed a digital competence assessment and a self-report questionnaire on their mental health status, use of digital devices, and experiences of cyberbullying. Multiple regression analyses with further mediation and moderation analyses were performed to investigate the association of digital competence with gaming addiction and mental health in children and adolescents. FINDINGS: Regression analyses showed that children and adolescents with better digital competence were less likely to develop gaming addiction (β = -0.144, p < 0.0001) and experienced less cyberbullying behaviour as perpetrators (β = -0.169, p < 0.0001) and as victims (β = -0.121, p < 0.0001). Digital competence was found to mediate the relationship between digital device usage time and gaming addiction. INTERPRETATION: Digital competence is associated with less gaming addiction and could potentially lead to better mental wellbeing by reducing the risks of gaming addiction and cyberbullying. Education that promotes digital competence is essential to maximize the benefits of media use, while reducing the potential adverse effects from the inappropriate use of digital devices. FUNDING: This study was supported by a grant from the Research Grants Council of the HKSAR Government (#T44-707/16N) under the Theme-based Research Scheme
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spelling pubmed-93669552022-08-12 Digital competence as a protective factor against gaming addiction in children and adolescents: A cross-sectional study in Hong Kong Tso, Winnie W.Y. Reichert, Frank Law, Nancy Fu, King Wa de la Torre, Jimmy Rao, Nirmala Leung, Lok Kan Wang, Yu-Liang Wong, Wilfred H.S. Ip, Patrick Lancet Reg Health West Pac Articles BACKGROUND: Digital competence can help children and adolescents engage with technology for acquiring new knowledge and for broadening social contact and support, while reducing the risk of inappropriate media use. This study investigated the effects of digital competence on the risk of gaming addiction among children and adolescents. We explored whether students with good digital competence were protected from the adverse effects of media use and the risk of gaming addiction. METHODS: 1956 students (690 primary and 1266 secondary) completed a digital competence assessment and a self-report questionnaire on their mental health status, use of digital devices, and experiences of cyberbullying. Multiple regression analyses with further mediation and moderation analyses were performed to investigate the association of digital competence with gaming addiction and mental health in children and adolescents. FINDINGS: Regression analyses showed that children and adolescents with better digital competence were less likely to develop gaming addiction (β = -0.144, p < 0.0001) and experienced less cyberbullying behaviour as perpetrators (β = -0.169, p < 0.0001) and as victims (β = -0.121, p < 0.0001). Digital competence was found to mediate the relationship between digital device usage time and gaming addiction. INTERPRETATION: Digital competence is associated with less gaming addiction and could potentially lead to better mental wellbeing by reducing the risks of gaming addiction and cyberbullying. Education that promotes digital competence is essential to maximize the benefits of media use, while reducing the potential adverse effects from the inappropriate use of digital devices. FUNDING: This study was supported by a grant from the Research Grants Council of the HKSAR Government (#T44-707/16N) under the Theme-based Research Scheme Elsevier 2022-02-02 /pmc/articles/PMC9366955/ /pubmed/35967602 http://dx.doi.org/10.1016/j.lanwpc.2022.100382 Text en © 2022 The Author(s) https://creativecommons.org/licenses/by-nc-nd/4.0/This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/).
spellingShingle Articles
Tso, Winnie W.Y.
Reichert, Frank
Law, Nancy
Fu, King Wa
de la Torre, Jimmy
Rao, Nirmala
Leung, Lok Kan
Wang, Yu-Liang
Wong, Wilfred H.S.
Ip, Patrick
Digital competence as a protective factor against gaming addiction in children and adolescents: A cross-sectional study in Hong Kong
title Digital competence as a protective factor against gaming addiction in children and adolescents: A cross-sectional study in Hong Kong
title_full Digital competence as a protective factor against gaming addiction in children and adolescents: A cross-sectional study in Hong Kong
title_fullStr Digital competence as a protective factor against gaming addiction in children and adolescents: A cross-sectional study in Hong Kong
title_full_unstemmed Digital competence as a protective factor against gaming addiction in children and adolescents: A cross-sectional study in Hong Kong
title_short Digital competence as a protective factor against gaming addiction in children and adolescents: A cross-sectional study in Hong Kong
title_sort digital competence as a protective factor against gaming addiction in children and adolescents: a cross-sectional study in hong kong
topic Articles
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9366955/
https://www.ncbi.nlm.nih.gov/pubmed/35967602
http://dx.doi.org/10.1016/j.lanwpc.2022.100382
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