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Record W4388221032 · doi:10.1097/cxa.0000000000000181

A Longitudinal Study of Gaming Patterns During the First 11 Months of the COVID-19 Pandemic

2023· article· en· W4388221032 on OpenAlexaffvenueabout
Emma V. Ritchie, Karli K. Rapinda, Jeffrey D. Wardell, Hyoun S. Kim, Matthew T. Keough

Bibliographic record

VenueThe Canadian Journal of Addiction · 2023
Typearticle
Languageen
FieldSocial Sciences
TopicImpact of Technology on Adolescents
Canadian institutionsToronto Metropolitan UniversityCentre for Addiction and Mental HealthUniversity of ManitobaUniversity of TorontoYork University
Fundersnot available
KeywordsPandemicCoronavirus disease 2019 (COVID-19)Demography2019-20 coronavirus outbreakPsychologySevere acute respiratory syndrome coronavirus 2 (SARS-CoV-2)Young adultVideo gameMedicineGerontologySociologyOutbreakInternal medicineVirologyComputer science

Abstract

fetched live from OpenAlex

ABSTRACT Objectives: The objective of this study was to longitudinally study engagement in video gaming throughout the first 11 months of the COVID-19 pandemic using latent growth curve modeling. Methods: A total of 332 Canadian adults (M age=33.79, 60.8% men) who played video games were recruited from the crowdsourcing site Prolific. Participants responded to 4 waves of surveys (spaced 3 mo apart) from April 2020 to March 2021. The main outcome of interest was time spent gaming, measured in hours spent gaming in the past 30 days before each assessment wave. Results: Latent growth curve modelling showed that participants reported high initial levels of gaming, but progressively declined in gaming activity across the subsequent waves. Being male, living with others, experiencing a decrease in income because of COVID-19, endorsement of disordered gaming symptoms, game preference, and solitary gaming were significant predictors of increased gaming at the outset of the pandemic. However, only age was related to longer-term declines in gaming during the pandemic, such that older participants’ gaming decreased at a more accelerated rate. Conclusions: This study suggests that gaming declined over the course of the pandemic and was not a problematic behaviour on average among a community sample of Canadian adults during the COVID-19 pandemic. Objectifs: L’objectif de cette étude était d'étudier longitudinalement l’engagement dans les jeux vidéo au cours des onze premiers mois de la pandémie de COVID-19 en utilisant la modélisation de la courbe de croissance latente. Méthodes: Au total, 332 adultes canadiens (âge=33,79, 60,8% d’hommes) jouant à des jeux vidéo ont été recrutés sur le site de recrutement Prolific. Les participants ont répondu à quatre vagues d’enquêtes (espacées de 3 mois) d’avril 2020 à mars 2021. Le principal résultat d’intérêt était le temps passé à jouer, mesuré en heures passées à jouer au cours des 30 derniers jours précédant chaque vague d'évaluation. Résultats: La modélisation de la courbe de croissance latente a montré que les participants ont signalé des niveaux initiaux élevés de jeu, mais ont progressivement diminué leur activité de jeu au cours des vagues suivantes. Le fait d'être un homme, de vivre avec d’autres personnes, de subir une baisse de revenu en raison du COVID-19, d’endosser des symptômes de troubles du jeu, les préférences de jeux et de jouer en solitaire étaient des facteurs prédictifs significatifs d’une augmentation de l’activité de jeu au début de la pandémie. Cependant, seul l'âge était lié à une diminution à plus long terme du jeu pendant la pandémie, de sorte que le temps de jeu des participants plus âgés diminuait à un rythme plus rapide. Conclusions: Cette étude, prise parmi un échantillon communautaire d’adultes canadiens pendant la pandémie de COVID-19, suggère qu’en moyenne, le jeu a diminué au cours de la pandémie et n’a pas été un comportement problématique.

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)0.002
metaresearch head score (Gemma)0.005
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 score0.805
Threshold uncertainty score0.392

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0020.005
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.001
Bibliometrics0.0010.001
Science and technology studies0.0020.000
Scholarly communication0.0010.001
Open science0.0010.001
Research integrity0.0010.001
Insufficient payload (model declined to judge)0.0020.000

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 head0.051
GPT teacher head0.313
Teacher spread0.263 · 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

Citations1
Published2023
Admission routes3
Has abstractyes

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