BackgroundThe coronavirus disease-2019 (COVID-19) pandemic has profoundly impacted aspects of human life globally. Playing videogames has been encouraged by several organizations to help individuals cope with the COVID-19 pandemic and associated restrictive measures. This longitudinal study was the first to examine gaming in the context of the pandemic and its association with depressive and anxiety symptoms.MethodsThe sample comprised 1,778 children and adolescents (50.7% male) who were part of the Project of School Mental Health in Southwest China. Data were collected at two-time intervals: before the COVID-19 pandemic (October to November 2019 – [T1]) and during the COVID-19 pandemic (April to May 2020 – [T2]). Data were collected on perceived COVID-19 impacts, videogame use, Internet Gaming Disorder (IGD), and depressive and anxiety symptoms. Cross-lagged panel models were computed to examine longitudinal relationships.ResultsThe results indicated that both videogame use and IGD increased significantly for adolescents at T2. The cross-lagged panel model results suggested that depressive and anxiety symptoms at T1 positively predicted IGD and videogame use at T2 (especially for boys), but not inversely. Perceived COVID-19 impacts mediated the relationship between depressive and anxiety symptoms at T1 and IGD at T2.ConclusionChildren and adolescents both increased videogame use at T2, but only adolescents significantly increased IGD severity at T2. The findings supported the compensatory hypothesis, and are consistent with the Interaction of Person-Affect-Cognition-Execution model as individual responses to COVID-19 may function as a mediator between personal predisposing variables and IGD.
We found significant negative associations between rumination and inhibition or set-shifting. There was no significant association between rumination and working memory. Future research should adopt multiple measures of EF to provide clear evidence on the associations between EF and rumination. A better understanding of this relationship may have important implications for intervention of rumination, such as training programs to improve EF or teach compensatory strategies to mitigate the effects of EF impairments.
Although adolescents around the world play video games, little is known about their longitudinal effects on adolescents from Eastern countries. This large longitudinal violent video game study has 4 strengths. First, it is the first longitudinal study conducted with Chinese adolescents. Second, it examines moral disengagement as a possible mediating variable. Because violent video games reward immoral behaviors (e.g., stealing cars, killing characters), they might lead players to believe immoral behaviors are “no big deal.” These moral disengagement beliefs might “bleed over” from the virtual world to the real world after the game is turned off, by increasing subsequent aggression. Third, it tests the hypothesis that violent video game effects are stronger for early adolescents than for late adolescents, and for males than for females. Fourth, it separates between-person effects from within-person effects. The theoretical foundation for the study is Social Cognitive Theory, which proposes that 3 interacting components determine what events result in observational learning: (a) context (i.e., violent video game exposure), (b) personal cognition (i.e., moral disengagement), and (c) behavioral outcome (i.e., aggression). Participants in this 3-wave (each wave was 6 months apart) longitudinal study were 1,340 Chinese adolescents (45.1% boys) 12- to 19-years-old (M = 14.86, SD = 1.50). Moral disengagement was a significant mediator of the longitudinal relationship between violent game exposure and aggression in the cross-lagged panel and between-person analyses, but not in the within-person analysis. As expected, effects were stronger for early adolescents than for late adolescents, especially between persons. However, gender did not moderate the effects.
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