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The Effects of Playing Video Games on Stress, Anxiety, Depression, Loneliness, and Gaming Disorder During the Early Stages of the COVID-19 Pandemic: PRISMA Systematic Review
Cyberpsychology, Behavior, and Social Networking ( IF 4.2 ) Pub Date : 2022-06-10 , DOI: 10.1089/cyber.2021.0252
Federica Pallavicini 1 , Alessandro Pepe 1 , Fabrizia Mantovani 1
Affiliation  

During the initial phases of the COVID-19 pandemic, playing video games has been much more than just a pastime. Studies suggested that video games for many individuals have helped to cope with such difficult life experience. However, other research indicates that gaming may have had harmful effects. Within this context, this systematic review aimed to describe the literature on the effects of video games during the early stages of the COVID-19 crisis on stress, anxiety, depression, loneliness, and gaming disorder (GD), examining the study characteristics and outcomes. A systematic search of the literature was made following the Preferred Reporting Items for Systematic Reviews and Meta-Analysis guidelines. It was preregistered in the International Platform of Registered Systematic Review and Meta-Analysis Protocols (INPLASY)—INPLASY202180053. The search databases were PsycINFO, Web of Science, and Medline. The search string was: [(“video game*”) OR (“computer game*”) OR (“gaming”)] AND [(“COVID-19”)]. Twenty-four studies met the inclusion criteria. Four research explored the effects of playing video games during the COVID-19 pandemic on stress, anxiety, and depression. Four studies investigated loneliness, while 18 research investigated game disorder. Video games, especially augmented reality and online multiplayer ones, mitigated stress, anxiety, depression, and loneliness among adolescents and young adults during stay-at-home restrictions. However, in the case of at-risk individuals (i.e., particularly male youths), playing video games had detrimental effects.

中文翻译:

在 COVID-19 大流行的早期阶段玩电子游戏对压力、焦虑、抑郁、孤独和游戏障碍的影响:PRISMA 系统评价

在 COVID-19 大流行的最初阶段,玩电子游戏不仅仅是一种消遣。研究表明,许多人的电子游戏有助于应对这种艰难的生活经历。然而,其他研究表明,游戏可能会产生有害影响。在此背景下,本系统评价旨在描述有关电子游戏在 COVID-19 危机早期阶段对压力、焦虑、抑郁、孤独和游戏障碍 (GD) 影响的文献,检查研究特征和结果. 根据系统评价和荟萃分析指南的首选报告项目对文献进行了系统搜索。它已在注册系统评价和荟萃分析协议国际平台(INPLASY)-INPLASY202180053中预注册。搜索数据库是 PsycINFO、Web of Science 和 Medline。搜索字符串为:[(“video game*”) OR (“computer game*”) OR (“gaming”)] AND [(“COVID-19”)]。24 项研究符合纳入标准。四项研究探讨了在 COVID-19 大流行期间玩电子游戏对压力、焦虑和抑郁的影响。四项研究调查了孤独感,而 18 项研究调查了游戏障碍。视频游戏,尤其是增强现实和在线多人游戏,减轻了青少年和年轻人在居家限制期间的压力、焦虑、抑郁和孤独感。然而,对于高危人群(即特别是男性青年),玩电子游戏会产生不利影响。[(“视频游戏*”)或(“电脑游戏*”)或(“游戏”)]和[(“COVID-19”)]。24 项研究符合纳入标准。四项研究探讨了在 COVID-19 大流行期间玩电子游戏对压力、焦虑和抑郁的影响。四项研究调查了孤独感,而 18 项研究调查了游戏障碍。视频游戏,尤其是增强现实和在线多人游戏,减轻了青少年和年轻人在居家限制期间的压力、焦虑、抑郁和孤独感。然而,对于高危人群(即特别是男性青年),玩电子游戏会产生不利影响。[(“视频游戏*”)或(“电脑游戏*”)或(“游戏”)]和[(“COVID-19”)]。24 项研究符合纳入标准。四项研究探讨了在 COVID-19 大流行期间玩电子游戏对压力、焦虑和抑郁的影响。四项研究调查了孤独感,而 18 项研究调查了游戏障碍。视频游戏,尤其是增强现实和在线多人游戏,减轻了青少年和年轻人在居家限制期间的压力、焦虑、抑郁和孤独感。然而,对于高危人群(即特别是男性青年),玩电子游戏会产生不利影响。四项研究调查了孤独感,而 18 项研究调查了游戏障碍。视频游戏,尤其是增强现实和在线多人游戏,减轻了青少年和年轻人在居家限制期间的压力、焦虑、抑郁和孤独感。然而,对于高危人群(即特别是男性青年),玩电子游戏会产生不利影响。四项研究调查了孤独感,而 18 项研究调查了游戏障碍。视频游戏,尤其是增强现实和在线多人游戏,减轻了青少年和年轻人在居家限制期间的压力、焦虑、抑郁和孤独感。然而,对于高危人群(即特别是男性青年),玩电子游戏会产生不利影响。
更新日期:2022-06-14
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