Evidence map›Paper›PMID 41194234›Full record

ArticleChild and adolescent psychiatry and mental health2025

Playing video games in community spaces and adolescent loneliness: a cross-sectional study.

Ariadna Corbella-González, Alicia Cal-Herrera, Olga I Fernández-Rodríguez

Abstract read
In one paragraph

Article in Child and adolescent psychiatry and mental health, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.

0numbers the graph read from it
0cells of the map it votes in
1citing 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

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3 · Its place in the literature

Who cites it

1 citing paper in PubMed.

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4 · The record

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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

3 authors.

Ariadna Corbella-GonzálezDepartment of Health Sciences, INPRO, European University Miguel de Cervantes, C. del Padre Julio Chevalier, 2, Valladolid, 47012, Spain.ORCID http://orcid.org/0009-0002-0934-2966
Alicia Cal-HerreraDepartment of Health Sciences, INPRO, European University Miguel de Cervantes, C. del Padre Julio Chevalier, 2, Valladolid, 47012, Spain. alcal@uemc.es.ORCID http://orcid.org/0000-0002-2352-6035
Olga I Fernández-RodríguezDepartment of Health Sciences, INPRO, European University Miguel de Cervantes, C. del Padre Julio Chevalier, 2, Valladolid, 47012, Spain.ORCID http://orcid.org/0009-0009-6292-4229

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundLoneliness is currently very prevalent among adolescents, negatively affecting their physical, mental, and social health. Playing videogames is one of the most common leisure activities, which has been associated with multiple negative and positive outcomes for mental health. Depending on their use, they can generate mental and social health benefits or lead to an addiction that disrupts daily life and affects the adolescent's mental health. Community spaces for young people create safe environments where adolescents can gain access to different meaningful leisure activities, but the association of community videogame play with feelings of loneliness has not been researched to this date. Therefore, the purpose of this study is to understand the feelings of loneliness among adolescents aged 14 to 20 who attend community spaces to play videogames.

methodsThis descriptive cross-sectional study included adolescents aged between 14 and 20. A sociodemographic questionnaire, questions related to videogame use, and the Richaud de Minzi and Sacchi Adolescent Loneliness Scale were administered.

resultsA total of 112 adolescents with a mean age of 18.21 years (± 1.52) were included. It was found that adolescents who played alone had a worse perception of their friendships, family ties, themselves, and their social and adaptive skills, compared to adolescents who exclusively played when accompanied.

conclusionsParticipation in meaningful activities, such as shared videogame use within community resources, may decrease the likelihood of developing feelings of loneliness in the adolescent population.

Indexed as

AdolescenceCommunityLonelinessMental healthOccupational participationVideogames

Identifiers

PMID41194234
PMCPMC12587713

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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.