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The Association Between Video Gaming and Psychological Functioning 3

The document examines the relationship between video game use and psychological functioning. It finds that potentially problematic video game use is associated with poorer psychological outcomes like depression and anxiety. Certain reasons for playing games like distraction are also linked to worse psychological functioning. Preferred game genres show some correlations with psychological measures as well, like action games correlating with poorer school performance. Online connections and positive affect while playing are the strongest unique predictors of potentially problematic use.

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Sakibul Hassan
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0% found this document useful (0 votes)
35 views3 pages

The Association Between Video Gaming and Psychological Functioning 3

The document examines the relationship between video game use and psychological functioning. It finds that potentially problematic video game use is associated with poorer psychological outcomes like depression and anxiety. Certain reasons for playing games like distraction are also linked to worse psychological functioning. Preferred game genres show some correlations with psychological measures as well, like action games correlating with poorer school performance. Online connections and positive affect while playing are the strongest unique predictors of potentially problematic use.

Uploaded by

Sakibul Hassan
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Results

Potentially Problematic Video Game Use and Psychological Functioning

First, we examined whether potentially problematic video game use was related to various psychological
functioning variables. As can be seen in Table 1, the results for the zero-order correlations were similar
to those for the partial correlations in which we controlled for sex and age. A medium-sized positive
relation to the potentially problematic use of video games emerged for the presence of psychological
symptoms including depression, anxiety, and hostility. Furthermore, several coping strategies were
differentially associated with the potentially problematic use of video games: Self-blame and behavioral
disengagement showed the strongest positive relations to potentially problematic video game use,
followed by denial, acceptance, substance use, self-distraction, and venting. Planning, active coping,
and, to a lesser extent, positive reframing were negatively associated with the potentially problematic
use of video games. Moreover, the association with potentially problematic video game use was
negative for general positive affect and positive and larger in size for general negative affect. However,
potentially problematic video game use was clearly positively associated with the experience of both
positive and negative affect while playing. Further, a preference for solitude, shyness, and loneliness
were positively correlated with the potentially problematic use of video games. Lower self-esteem,
lower life satisfaction, and, to a lesser extent, poorer perceived social support and lower self-efficacy
went along with potentially problematic video game use. There was an association between fewer
offline friends and acquaintances but more online connections with potentially problematic video
gaming. Finally, poorer performance in school (i.e., higher grades) was related to the potentially
problematic use of video games. These results suggest that potentially problematic video gaming goes
along with poor psychological functioning and vice versa.

Table 1

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TABLE 1. Associations between potentially problematic video gaming and psychological functioning.

Reasons for Playing Video Games and Psychological Functioning

Second, we investigated whether players’ reasons for playing video games were differentially related to
the psychological functioning variables. Table 2 presents the partial correlations, controlling for sex and
age. Using video games to distract oneself from stress was clearly connected to a high level of
psychological symptoms. Distraction-motivated gamers preferred coping strategies such as self-blame,
behavioral disengagement, self-distraction, denial, substance use, venting, and acceptance, but they
neglected active coping and planning. They showed less general positive affect and more negative affect
both in general and while playing as well as more positive affect while playing. These gamers further
reported low self-esteem and low life satisfaction, loneliness, a preference for solitude, shyness, a lack
of self-efficacy and social support, and poor achievement in school. A similar but somewhat less extreme
picture was revealed for gamers who played video games in order to have something to talk about.
However, these gamers reported more online connections. Gamers who played video games to improve
their real-life abilities also reported more online connections. In addition, these gamers showed higher
levels of general positive affect. The strongest association with online friends and acquaintances
emerged, as expected, for gamers who played because of the social relations in the virtual world.
Although all reasons for playing video games were related to positive affect while playing, the strongest
associations emerged for gamers who played because of the social relations, to stimulate their
imagination, and for curiosity. It is interesting that, for gamers who played video games because of the
storyline and for relaxation, there was a relation only to positive but not to negative affect while playing.
Reasons for playing were only weakly related to sex and age (see Supplementary Table S2). In sum,
several reasons for playing video games were differentially associated with psychological functioning.

Table 2

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TABLE 2. Associations between reasons for playing video games and psychological functioning.

Video Game Genre and Psychological Functioning

Third, we examined whether players’ preferences for different video game genres were differentially
associated with the measures of psychological functioning. Table 3 shows the partial correlations in
which we controlled for sex and age. There was a weak connection between general psychological
symptoms and all of the video game genres we investigated except strategy. A preference for action
games had the strongest association with affect while playing. Thus, action games seem to be both
rewarding and a source of frustration. A preference for action games went along with poorer school
performance. Gamers who preferred role-playing games scored higher on shyness and a preference for
solitude and lower on self-esteem; they also reported fewer offline connections. By contrast,
preferences for games of the unclassified category on average went along with a larger number of
offline friends and more positive affect, both while playing and in general. Two game genres (i.e., role-
playing and unclassified games) were related to the coping strategy of self-distraction. Because
preferred game genre was related to participants’ sex (see Supplementary Table S3), we had a more
detailed look at the correlations between preferred game genre and psychological functioning
separately for both sexes: For males (n = 2,377), the strongest correlation between general
psychopathology and game genre emerged for action (r = 0.08, p < 0.001), followed by role playing (r =
0.07, p < 0.01), and unclassified (r = 0.07, p < 0.01). For females (n = 357), the strongest relation
between general psychopathology and game genre emerged for simulation (r = 0.17, p < 0.01).
Differences were also found regarding the strength of the relation between number of friends online
and the genre action: r = 0.06, p < 0.01 for males, and r = 0.27, p < 0.001 for females. Similarly, preferred
game genre was related to participants’ age (see Supplementary Table S3). However, there were merely
differences with regard to the relation of psychological functioning and game genre, when analyzed
separately for different age groups (<19 years, n = 557; 19–30 years, n = 1916; >31 years, n = 261). In
sum, our results speak to the idea that individuals with different levels of psychological functioning differ
in their choices of game genres and vice versa.
Table 3

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TABLE 3. Associations between preferred video game genre and psychological functioning.

Predicting Potentially Problematic Video Game Use by Psychological Functioning Variables

In a final step, we entered all of the investigated psychological functioning variables as well as sex and
age as predictors of the potentially problematic use of video games. By employing this procedure, we
were able to determine the unique contribution of each psychological functioning variable when the
influence of all other variables was held constant. As Table 4 shows, the number of online friends and
acquaintances as well as positive affect while playing were most predictive of potentially problematic
video game use over and above all other variables. General psychopathology, a lack of offline
connections, and poor school performance were weaker but still relevant predictors of potentially
problematic video game use.

Table 4

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TABLE 4. Prediction of potentially problematic video game use by psychological fun

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