Evidence map›Paper›PMID 32810183›Full record

ArticlePloS one2020

Problematic Facebook use and problematic video gaming as mediators of relationship between impulsivity and life satisfaction among female and male gamers.

Andrzej Cudo, Marcin Wojtasiński, Przemysław Tużnik, Mark D Griffiths, Emilia Zabielska-Mendyk

Open access · goldAbstract read
In one paragraph

Article in PloS one, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 13 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
13citing papers in PubMed, 1 pooled it
6.5field-weighted citation impact, top 3% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

13 citing papers in PubMed, 1 synthesis or guideline pooled it, 27 citations in OpenAlex.

  1. Pooled it
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  5. Review
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  11. Fear of missing out (FoMO) mediate relations between social self-efficacy and life satisfaction.Psicologia, reflexao e critica : revista semestral do Departamento de Psicologia da UFRGS · 2021
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors at 2 institutions in 2 countries.

Andrzej CudoDepartment of Experimental Psychology, The John Paul II Catholic University of Lublin, Lublin, Poland.ORCID 0000-0001-7424-8576
Marcin WojtasińskiDepartment of Experimental Psychology, The John Paul II Catholic University of Lublin, Lublin, Poland.
Przemysław TużnikDepartment of Experimental Psychology, The John Paul II Catholic University of Lublin, Lublin, Poland.
Mark D GriffithsInternational Gaming Research Unit, The Nottingham Trent University, Nottingham, United Kingdom.
Emilia Zabielska-MendykDepartment of Experimental Psychology, The John Paul II Catholic University of Lublin, Lublin, Poland.
John Paul II Catholic University of Lublin · PLNottingham Trent University · GB

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Over the past few decades, many new technologies have emerged, such as portable computers, the internet and smartphones, which have contributed to improving the lives of individuals. While the benefits of these new technologies are overwhelmingly positive, negative consequences are experienced by a minority of individuals. One possible negative aspect of new technologies is their problematic use due to impulsive use which may lead to lower life satisfaction. The present study investigated the mediating role of problematic video gaming (PVG) and problematic Facebook use (PFU) in the relationship between impulsivity dimensions and life satisfaction as well as the relationship between impulsivity dimensions and problematic behaviors. Additionally, the potential impact of gender differences was also examined. The study comprised 673 gamers (391 females) aged 17-38 years (M = 21.25 years, SD = 2.67) selected from 1365 individuals who completed an offline survey. PFU was assessed using the Facebook Intrusion Scale, and PVG was assessed using the nine-item Internet Gaming Disorder Scale-Short-Form (IGDS9-SF). Impulsivity dimensions such as attention, cognitive instability, motor, perseverance, self-control, and cognitive complexity were assessed using the Barratt Impulsiveness Scale (BIS-11), and life satisfaction was assessed using the Satisfaction With Life Scale (SWLS). Depending on the specific impulsivity dimension, findings showed both positive and negative relationships between impulsivity and life satisfaction. Attention and perseverance subtypes of impulsivity were primarily associated with problematic behaviors. Additionally, cognitive complexity was associated with PFU among female gamers, whereas cognitive instability was associated with PVG among male gamers. Additionally, PVG was primarily associated with lower life satisfaction. However, there was no mediation effects between impulsivity dimensions and life satisfaction via PFU or PVG. These findings provide a better understanding of the relationship between problematic behaviors, life satisfaction, and impulsivity among gamers and the differences between male and female gamers.

Indexed as

Personal SatisfactionProblem BehaviorSocial MediaVideo GamesAdolescentAdultBehavior, AddictiveFemaleHumansImpulsive BehaviorInternetMaleSex FactorsSurveys and QuestionnairesYoung Adult

Identifiers

PMID32810183
PMCPMC7437455
OpenAlexW3054355878

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.