Evidence map›Paper›PMID 38868689›Full record

ArticlePCN reports : psychiatry and clinical neurosciences2022

Game-related behaviors among children and adolescents after school closure during the COVID-19 pandemic: A cross-sectional study.

Naoki Yamamoto, Yoshiro Morimoto, Hirohisa Kinoshita, Hirokazu Kumazaki, Sumihisa Honda, Ryoichiro Iwanaga, Akira Imamura, Hiroki Ozawa

Abstract read
In one paragraph

Article in PCN reports : psychiatry and clinical neurosciences, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 4 papers.

0numbers the graph read from it
0cells of the map it votes in
4citing papers in PubMed
–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

4 citing papers in PubMed.

  1. Perceived Stress, Loneliness, and Resilience in Relation to Game Addiction Among Adolescents in Bangkok During the COVID-19 Pandemic Transition Period.Journal of child and adolescent psychiatric nursing : official publication of the Association of Child and Adolescent Psychiatric Nurses, Inc · 2025
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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

8 authors.

Naoki YamamotoDepartment of Neuropsychiatry, Unit of Translational Medicine Nagasaki University Graduate School of Biomedical Sciences Nagasaki Japan.
Yoshiro MorimotoDepartment of Neuropsychiatry, Unit of Translational Medicine Nagasaki University Graduate School of Biomedical Sciences Nagasaki Japan.ORCID 0000-0002-0636-277X
Hirohisa KinoshitaDepartment of Neuropsychiatry, Unit of Translational Medicine Nagasaki University Graduate School of Biomedical Sciences Nagasaki Japan.
Hirokazu KumazakiDepartment of Neuropsychiatry, Unit of Translational Medicine Nagasaki University Graduate School of Biomedical Sciences Nagasaki Japan.
Sumihisa HondaUnit of Medical Science Nagasaki University Graduate School of Biomedical Sciences Nagasaki Japan.
Ryoichiro IwanagaUnit of Medical Science Nagasaki University Graduate School of Biomedical Sciences Nagasaki Japan.
Akira ImamuraChild and Adolescent Psychiatry Community Partnership Center Nagasaki University Hospital Nagasaki Japan.
Hiroki OzawaDepartment of Neuropsychiatry, Unit of Translational Medicine Nagasaki University Graduate School of Biomedical Sciences Nagasaki Japan.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Aim: Increased exposure to digital gaming content among youth in recent years has raised serious health concerns. Social restrictions such as school closures, imposed worldwide because of the ongoing COVID-19 pandemic, may increase exposure to gaming and lead to addictive gaming behavior in young people. In this study, we investigated gaming behaviors among Japanese students during COVID-19 school closures. Methods: Students completed questionnaires regarding their living conditions, game-related behaviors, diagnosis of Internet addiction, psychological difficulties, and the impact of the COVID-19 pandemic. We compared differences between the responses of potentially at risk for gaming disorder (potentially at risk for gaming disorder; defined in this paper with reference to the ICD-11 MMS criteria for gaming disorder [PGD]) students who met the criteria for a diagnosis of gaming disorder in ICD-11 MMS and those of control students. Logistic regression analysis was performed to predict the extent of factors contributing to potential gaming disorder. Results: Four thousand and forty-eight participants completed the survey. Compared with control students (93%), potentially at risk for gaming disorder (defined in this paper with reference to the ICD-11 MMS criteria for gaming disorder, PGD) students (7%) reported playing games for longer times, spending more money on in-game purchases, were of younger age at the start of game playing, showed a tendency toward Internet dependence, practised school avoidance or absenteeism, and demonstrated the need for psychological support. Moreover, participants in the PGD group reported more anxiety about COVID-19 than control participants, as well as an increase in game-playing time and amount of money spent on games during the COVID-19 pandemic. Conclusion: These results indicate that young people classified as having a gaming disorder not only exhibit characteristic game-related behaviors but may be psychologically and socially vulnerable and need special support, especially during the ongoing COVID-19 pandemic.

Indexed as

addictive behavioranxietyCOVID‐19gaming disorderICD‐11

Identifiers

PMID38868689
PMCPMC11114390

What OpenQuestion holds

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LicenceCC BY
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Registered trials

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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.