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Record W4382894105 · doi:10.5817/cp2023-3-3

Gaming as a coping strategy during the COVID-19 pandemic

2023· article· en· W4382894105 on OpenAlexaffabout
Rebecca Lewinson, Jeffrey D. Wardell, Naama Kronstein, Karli K. Rapinda, Tyler Kempe, Joel Katz, Hyoun S. Kim, Matthew T. Keough

Bibliographic record

VenueCyberpsychology Journal of Psychosocial Research on Cyberspace · 2023
Typearticle
Languageen
FieldSocial Sciences
TopicImpact of Technology on Adolescents
Canadian institutionsMental Health Research CanadaUniversity of ManitobaCentre for Addiction and Mental HealthToronto Metropolitan UniversityUniversity of TorontoYork University
Fundersnot available
KeywordsAnxietyPsychologyPandemicLongitudinal studyCoping (psychology)MoodCoronavirus disease 2019 (COVID-19)DistancingVulnerability (computing)EmotionalitySocial distanceDevelopmental psychologyClinical psychologySocial isolationSocial psychologyPsychiatryMedicineDiseaseComputer security

Abstract

fetched live from OpenAlex

Early in the COVID-19 pandemic, social interactions were constrained by physical distancing guidelines. Consequently, some individuals may have turned to video games to cope with isolation and negative emotions. Previous studies have shown that people who struggle with anxiety and depression are at particular risk for developing problem gaming behaviours. However, there is a paucity of longitudinal research testing pathways from negative emotionality to problem gaming behaviours, especially during the COVID-19 pandemic. Accordingly, we conducted a multi-wave longitudinal study and predicted that high levels of emotional vulnerability (anxiety and depression) in the first month of the pandemic would prospectively relate to elevated time spent gaming and related problems six months later. We also predicted that elevated coping motives for gaming would mediate these associations. A sample of 332 Canadian gamers (Mage = 33.79; 60.8% men) completed three surveys on Prolific, with the first occurring in April 2020 (one-month after the declared COVID-19 state of emergency) and subsequent surveys were spaced three months apart. High initial levels of emotional vulnerability predicted excessive time spent gaming, as well as related problems, six months into the pandemic. Elevated coping motives for gaming uniquely mediated these pathways. This longitudinal study is the first to show that negative emotionality was a vulnerability factor for coping-related problem gaming during the COVID-19 pandemic. As we continue to cope with the longer-lasting impacts of the pandemic, it will be important for individuals who struggle with mood and anxiety issues to find more effective ways of coping.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.001
metaresearch head score (Gemma)0.002
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Observational · Consensus signal: Observational
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.180
Threshold uncertainty score0.358

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0010.002
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0010.000
Science and technology studies0.0010.001
Scholarly communication0.0010.000
Open science0.0010.001
Research integrity0.0010.001
Insufficient payload (model declined to judge)0.0010.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.214
GPT teacher head0.540
Teacher spread0.326 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designObservational
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations4
Published2023
Admission routes2
Has abstractyes

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