Evidence map›Paper›PMID 34909021›Full record

ArticleClinical neuropsychiatry2021

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

Alessandro Giardina, Maria Di Blasi, Adriano Schimmenti, Daniel L King, Vladan Starcevic, Joël Billieux

Open access · greenAbstract read
In one paragraph

Article in Clinical neuropsychiatry, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 30 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
30citing papers in PubMed, 1 pooled it
20.8field-weighted citation impact, top 1% 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

30 citing papers in PubMed, 1 synthesis or guideline pooled it, 67 citations in OpenAlex.

  1. Pooled it
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  9. Predictors of Problematic Video Gaming in Elementary School Boys with ADHD.International journal of environmental research and public health · 2023
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  13. An Integrated Approach to Addictive Behaviors: A Study on Vulnerability and Maintenance Factors.European journal of investigation in health, psychology and education · 2023
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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

6 authors at 5 institutions in 3 countries.

Alessandro GiardinaInstitute of Psychology, University of Lausanne, Lausanne, Switzerland; Quartier UNIL-Mouline - Bâtiment Géopolis CH-1015 Lausanne; ORCID: https://orcid.org/0000-0001-6313-4290.
Maria Di BlasiDepartment of Psychology, Educational Sciences and Human Movement, University of Palermo, Viale delle Scienze, Edificio 15, 90100, Palermo, Italy E-mail: maria.diblasi@unipa.it.
Adriano SchimmentiFaculty of Human and Social Sciences, UKE- Kore University of Enna, Italy. E-mail: adriano.schimmenti@unikore.it ORCID: https://orcid.org/0000-0001-5181-2648.
Daniel L KingCollege of Education, Psychology, and Social Work, Flinders University, Australia. Email: daniel.king@flinders.edu.au. ORCID: 0000-0002-1762-2581.
Vladan StarcevicUniversity of Sydney, Faculty of Medicine and Health, Sydney Medical School, Nepean Clinical School, Discipline of Psychiatry, Sydney, Australia. E-mail: vladan.starcevic@sydney.edu.au ORCID iD: https://orcid.org/0000-0002-6772-6995.
Joël BillieuxInstitute of Psychology, University of Lausanne and Centre for Excessive Gambling, Lausanne University Hospitals (CHUV), Lausanne, Switzerland, and University of Luxembourg, Esch-sur-Alzette, Luxembourg E-mail: Joel.Billieux@unil.ch ORCID ID: https://orcid.org/0000-0002-7388-6194.
University of Lausanne · CHFlinders University · AUThe University of Sydney · AUUniversità degli Studi di Enna Kore · ITUniversity of Palermo · IT

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

objectiveThe 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.

methodCapitalizing 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).

resultsCompared 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.

conclusionsThis 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.

Indexed as

anxietyCOVID-19depressionemotional distressonline gamingproblematic gaming

Identifiers

PMID34909021
PMCPMC8629072
OpenAlexW3135852504

What OpenQuestion holds

Textmetadata
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.