Journals / Addicta: The Turkish Journal on Addictions / 2021 / Cilt: 8 - Sayı: 1

Re-evaluating the Digital Gaming Profiles of Children and Adolescents during the COVID-19 Pandemic: A Comparative Analysis Comprising 2 Years of Pre-Pandemic Data

Pages
51–57
DOI
—
🏛️Bibliographic metadata and full text access for this article are provided via DergiPark.
DergiPark Record ↗
✨

AI Summary & Key Takeaways

AI Insight
⚡ TL;DR(Too Long; Didn't Read)

The subsequent psychosocial impact may require further attention, especially during lockdownrestrictions.

📌 3 Key Takeaways

🎯
Objective & Hypothesis:In this study, we aimed to examine the technology use behaviors and problematic gaming profiles of childrenand adolescents during the coronavirus disease 2019 pandemic lockdown period.
📊
Key Findings & Data:The Internet Gaming Disorder Questionnaire (IGDQ) was distributed online to students aged 10 to 18 years.
💡
Conclusion & Impact:The subsequent psychosocial impact may require further attention, especially during lockdownrestrictions.
🔬Design:Survey & Empirical Study
📍Scope:2019 Verileri
⚙️Variables:Domain Parameters

Özet

In this study, we aimed to examine the technology use behaviors and problematic gaming profiles of childrenand adolescents during the coronavirus disease 2019 pandemic lockdown period. We compared the findingswith data collected before the pandemic. The Internet Gaming Disorder Questionnaire (IGDQ) was distributed online to students aged 10 to 18 years. More than half of the participants (54%) spent more time playingdigital games during the pandemic. Compared with the data from May 2018, the time spent playing digitalgames and the total score of the IGDQ were significantly higher in boys than in girls (p<0.001). The percentageof students who spent over 40 hours a week playing digital games was 3.9% in May 2018 compared with 8.7%in June 2020. Before the pandemic, 43.6% of the participants reported that they had spent 8 hours or more perweek on digital gaming, whereas this amount was as high as 68.3% during the pandemic. Male students spentmore time on digital gaming, while female students spent more time on social media and texting. Despite thelist of uncontrolled confounders in this study, children and adolescents are likely to spend more time on digital gaming. The subsequent psychosocial impact may require further attention, especially during lockdownrestrictions.

🔖

Cite This Article

ÇAKIROĞLU, S., SOYLU, N., GÖRMEZ, V. (2021). Re-evaluating the Digital Gaming Profiles of Children and Adolescents during the COVID-19 Pandemic: A Comparative Analysis Comprising 2 Years of Pre-Pandemic Data. Addicta: The Turkish Journal on Addictions, Cilt: 8 - Sayı: 1, 51–57. https://ajindex.com/articles/357267

📄 Full Text PDF Viewer

📄

PDF görüntüleyici hazırlanıyor...

References (7)

  1. Abel, T., McQueen, D. The COVID-19 pandemic calls for spatial distancing and social closeness: not for social distancing!. Int J Public Health, 65, 231 (2020). https://doi.org/10.1007/s00038-020-01366-7
  2. Balhara, Y. P. S., Kattula, D., Singh, S., Chukkali, S., & Bhargava, R. (2020). Impact of lockdown following COVID-19 on the gaming behavior of college students. Indian Journal of Public Health, 64, S172-S176. https://doi.org/10.4103/ijph.IJPH_465_20 Bányai, F., Zsila, Á., Király, O., Maraz, A., Elekes, Z., Griffiths, M. D., Andreassen, C. S., & Demetrovics, Z. (2017). Problematic social media use: Results from a large-scale nationally representative adolescent sample. PLoS ONE, 12(1), 10-14. https://doi.org/10.1371/ journal.pone.0169839 Billieux, J., Schimmenti, A., Khazaal, Y., Maurage, P., & Heeren, A. (2015). Are we overpathologizing everyday life? A tenable blueprint for behavioral addiction research. Journal of Behavioral Addictions, 4(3), 119-123. https://doi.org/10.1556/2006.4.2015.009
  3. Brand, M., Young, K. S., Laier, C., Wölfling, K., & Potenza, M. N. (2016). Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model. Neuroscience & Biobehavioral Reviews, 71, 252- 266. https://doi.org/10.1016/j.neubiorev.2016.08.033
  4. Braun, B., Stopfer, J. M., Müller, K. W., Beutel, M. E., & Egloff, B. (2016). Personality and video gaming: Comparing regular gamers, non-gamers, and gaming addicts and differentiating between game genres. Computers in Human Behavior, 55, 406-412. https://doi. org/10.1016/j.chb.2015.09.041 Brooks, S. K., Webster, R. K., Smith, L. E., Woodland, L., Wessely, S., Greenberg, N., & Rubin, G. J. (2020). The psychological impact of quarantine and how to reduce it: rapid review of the evidence. The lancet, 395(10227), 912-920. https://doi.org/10.1016/S0140- 6736(20)30460-8
  5. Çakiroğlu, S., & Soylu, N. (2019). Adaptation of internet gaming disorder questionnaire to Turkish: Reliability and validity study. Turk Psikiyatri Dergisi, 30(2), 130-136. https://doi.org/10.5080/u23537
  6. Chang, S. mei, & Lin, S. S. J. (2019). Online gaming motive profiles in late adolescence and the related longitudinal development of stress, depression, and problematic internet use. Computers and Education, 135, 123-137. https://doi.org/10.1016/j.compedu.2019.02.003
  7. Dailey, S. L., Howard, K., Roming, S. M. P., Ceballos, N., & Grime