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The Effect of Time Spent on Online Gaming on Problematic Game Use in Male: Moderating Effects of Loneliness, Living Alone, and Household Size.
Park, Kyeongwoo; Chang, Hyein; Hong, Jin Pyo; Kim, Myung Hyun; Park, Sohee; Jung, Jin Young; Kim, Dahae; Hahm, Bong-Jin; An, Ji Hyun.
Afiliação
  • Park K; Department of Psychology, Sungkyunkwan University, Seoul, Republic of Korea.
  • Chang H; Department of Psychology, Sungkyunkwan University, Seoul, Republic of Korea.
  • Hong JP; Department of Psychiatry, Sungkyunkwan University School of Medicine, Seoul, Republic of Korea.
  • Kim MH; Department of Psychiatry, Samsung Medical Center, Seoul, Republic of Korea.
  • Park S; Department of Psychiatry, Samsung Medical Center, Seoul, Republic of Korea.
  • Jung JY; Department of Psychiatry, Samsung Medical Center, Seoul, Republic of Korea.
  • Kim D; Department of Psychiatry, Samsung Medical Center, Seoul, Republic of Korea.
  • Hahm BJ; Department of Psychiatry, Samsung Medical Center, Seoul, Republic of Korea.
  • An JH; Department of Psychiatry and Behavioral Science, Seoul National University College of Medicine, Seoul, Republic of Korea.
Psychiatry Investig ; 21(2): 181-190, 2024 Feb.
Article em En | MEDLINE | ID: mdl-38433417
ABSTRACT

OBJECTIVE:

This study aimed to investigate the association between gaming time and problematic game use (PGU) within a large sample of Korean male gamers and to examine the potential moderating effects of loneliness, living alone, and household size.

METHODS:

This study employed data from 743 male gamers from the National Mental Health Survey 2021, a nationally representative survey of mental illness conducted in South Korea. Self-reported data on the average gaming time per day, severity of PGU, loneliness, living alone, and household size were used.

RESULTS:

Gaming time was positively associated with PGU and this relationship was significantly moderated by loneliness such that the positive effect of gaming time on PGU was greater when the levels of loneliness were high. The three-way interaction effect of gaming time, loneliness, and living alone was also significant, in that the moderating effect of loneliness on the relationship between gaming time and PGU was significant only in the living alone group. However, household size (i.e., number of housemates) did not moderate the interaction between gaming time and loneliness among gamers living with housemates.

CONCLUSION:

These results suggest the importance of considering loneliness and living arrangements of male gamers, in addition to gaming time, in identifying and intervening with individuals at heightened risk of PGU.
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Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Idioma: En Revista: Psychiatry Investig Ano de publicação: 2024 Tipo de documento: Article

Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Idioma: En Revista: Psychiatry Investig Ano de publicação: 2024 Tipo de documento: Article