Evidence map›Paper›PMID 35967602›Full record

ArticleThe Lancet regional health. Western Pacific2022

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

Winnie W Y Tso, Frank Reichert, Nancy Law, King Wa Fu, Jimmy de la Torre, Nirmala Rao, Lok Kan Leung, Yu-Liang Wang, Wilfred H S Wong, Patrick Ip

Abstract read
In one paragraph

Article in The Lancet regional health. Western Pacific, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 17 papers, 2 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
17citing papers in PubMed, 2 pooled it
–field-weighted citation impact
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

17 citing papers in PubMed, 2 syntheses or guidelines pooled it.

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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

10 authors.

Winnie W Y TsoDepartment of Paediatrics and Adolescent Medicine, LKS Faculty of Medicine, The University of Hong Kong.
Frank ReichertFaculty of Education, The University of Hong Kong.
Nancy LawFaculty of Education, The University of Hong Kong.
King Wa FuJournalism and Media Studies Centre, The University of Hong Kong.
Jimmy de la TorreFaculty of Education, The University of Hong Kong.
Nirmala RaoFaculty of Education, The University of Hong Kong.
Lok Kan LeungDepartment of Paediatrics and Adolescent Medicine, LKS Faculty of Medicine, The University of Hong Kong.
Yu-Liang WangDepartment of Paediatrics and Adolescent Medicine, LKS Faculty of Medicine, The University of Hong Kong.
Wilfred H S WongDepartment of Paediatrics and Adolescent Medicine, LKS Faculty of Medicine, The University of Hong Kong.
Patrick IpDepartment of Paediatrics and Adolescent Medicine, LKS Faculty of Medicine, The University of Hong Kong.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

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 ( 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.

Indexed as

CyberbullyingDigital competenceDigital deviceDigital literacyGaming addictionMental health

Identifiers

PMID35967602
PMCPMC9366955

What OpenQuestion holds

Textmetadata
LicenceCC BY-NC-ND
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.