TY - JOUR
T1 - Time spent playing video games during periods of isolation has no effect on loneliness or mental health
AU - Hodgetts, Sophie
AU - Butler, Joe
AU - Williams, Glenn Patrick
N1 - Funding information: J.B is funded by the National Institute for Health and Care Research (NIHR) Applied Research Collaboration (ARC) North East and North Cumbria (NENC) (NIHR200173). The views expressed are those of the author(s) and not necessarily those of the NIHR or the Department of Health and Social Care.
PY - 2024/10/2
Y1 - 2024/10/2
N2 - Video games are a ubiquitous form of entertainment that also have the potential to fulfil the socialisation needs of players. In recent years, policy makers and healthcare providers have voiced growing concerns regarding the potential for video gaming to negatively impact mental health and foster social isolation. However, empirical data regarding the potential relationship between time spent gaming, loneliness, and mental health outcomes is lacking. Therefore, the present study aimed to examine this potential relationship using three nationwide COVID-19 lockdowns as models of increased risk of loneliness and poor mental health, across three individual studies. Time spent gaming had no direct relationship with either mental health or loneliness measures taken during lockdown, and this relationship was not moderated by loneliness. While lockdown alone did not impact mental health, loneliness was consistently associated with poor mental health outcomes during lockdown. Our results add to the existing body of literature on the relationship between video gaming and mental health and emphasise the need for targeted public mental health interventions to improve public mental health during periods of isolation. Data and analysis code associated with this project is accessible at: https://osf.io/d5byr/?view_only=6b1b0cd0be9b4e34b6e0a07881d2ef50.
AB - Video games are a ubiquitous form of entertainment that also have the potential to fulfil the socialisation needs of players. In recent years, policy makers and healthcare providers have voiced growing concerns regarding the potential for video gaming to negatively impact mental health and foster social isolation. However, empirical data regarding the potential relationship between time spent gaming, loneliness, and mental health outcomes is lacking. Therefore, the present study aimed to examine this potential relationship using three nationwide COVID-19 lockdowns as models of increased risk of loneliness and poor mental health, across three individual studies. Time spent gaming had no direct relationship with either mental health or loneliness measures taken during lockdown, and this relationship was not moderated by loneliness. While lockdown alone did not impact mental health, loneliness was consistently associated with poor mental health outcomes during lockdown. Our results add to the existing body of literature on the relationship between video gaming and mental health and emphasise the need for targeted public mental health interventions to improve public mental health during periods of isolation. Data and analysis code associated with this project is accessible at: https://osf.io/d5byr/?view_only=6b1b0cd0be9b4e34b6e0a07881d2ef50.
KW - Depression
KW - stress
KW - anxiety loneliness
KW - video games
UR - http://www.scopus.com/inward/record.url?scp=85174804769&partnerID=8YFLogxK
U2 - 10.1080/0144929x.2023.2272201
DO - 10.1080/0144929x.2023.2272201
M3 - Article
SN - 0144-929X
VL - 43
SP - 3170
EP - 3191
JO - Behaviour and Information Technology
JF - Behaviour and Information Technology
IS - 13
ER -