Gaming in Pandemic Times: An International Survey Assessing the Effects of COVID-19 Lockdowns on Young Video Gamers’ Health
Abstract
:1. Introduction
2. Methods
2.1. Recruitment and Distribution
2.2. Data Analysis
3. Results
3.1. Physical Activity
3.2. Gaming Time
3.3. Sitting Time
3.4. Sleep Hours
3.5. Sleep Satisfaction
3.6. Perceived Levels of Stress
4. Discussion
4.1. The Impact of COVID-19 on Gaming
4.2. The Impact of COVID-19 on Physical Activity and Sitting Time among Video Gamers
4.3. The Impact of COVID-19 on Sleep among Video Gamers
4.4. Gaming and Mental Health during the Pandemic
4.5. Strengths and Limitations
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Characteristics | Percent |
---|---|
Age | |
18 | 34.6 |
19–20 | 21.3 |
21–25 | 23.3 |
26–35 | 17.2 |
36–45 | 3.1 |
Older than 45 | 0.4 |
Sex | |
Male | 87.2 |
Female | 10.3 |
Other | 2.5 |
Education | |
High school/secondary | 45.3 |
College/undergraduate/CEGEP | 39.3 |
Graduate (master’s/PhD) | 11.8 |
Other | 3.6 |
COVID-19 | |
I tested positive | 1.0 |
I probably have it | 6.6 |
No, I don’t have it | 92.4 |
Confinement | |
Total lockdown | 39.9 |
Moderate lockdown | 45.9 |
Light lockdown | 10.3 |
No lockdown | 2.1 |
Level of Game Competition | |
Recreational | 52.3 |
Amateur | 18.3 |
High school | 17.2 |
College | 9.9 |
Professional | 2.3 |
Type of Game Played (Choose all) | |
First person (FPS) | 57.4 |
Multiplayer (MOBA) | 22.0 |
Battle Royale | 20.3 |
Massive multi (MMORPG) | 17.4 |
Fighting | 9.7 |
Sports game | 8.7 |
Racing | 5.4 |
Digital Colle (DCCG) | 3.3 |
Continent | |
North America | 72.7 |
Europe | 10.9 |
Asia | 4.9 |
Other | 11.5 |
Gamers’ Lifestyle Outcomes | Before Quarantine | During Quarantine | Change | p * | |
---|---|---|---|---|---|
Percent | Percent | Percent (95% CI) | |||
Physical activity | <0.001 | ||||
Physically active | 54.6 | 43.9 | Became active | 14.0 (11.8, 16.4) | |
Not physically active | 45.4 | 56.1 | Became inactive | 24.7 (21.9, 27.6) | |
No change | 61.4 (58.1, 64.5) | ||||
Gaming time | <0.001 | ||||
0–1 h | 6.4 | 1.6 | Increased | 74.6 (71.7, 77.4) | |
1–3 h | 38.3 | 11.2 | Decreased | 5.4 (4.1, 7.1) | |
3–5 h | 32 | 26.4 | No change | 20.0 (17.4, 22.7) | |
5–7 h | 13.7 | 25.2 | |||
7–9 h | 4.9 | 18.0 | |||
9–11 h | 2.1 | 9.4 | |||
11+ h | 2.6 | 8.3 | |||
Sitting time | <0.001 | ||||
0–4 h | 6.8 | 2.5 | Increased | 64.3 (60.7, 67.8) | |
4–6 h | 13.9 | 5.5 | Decreased | 8.5 (6.6, 10.7) | |
6–8 h | 25.8 | 15.2 | No change | 27.2 (24.0, 30.6) | |
8–10 h | 23.4 | 20.0 | |||
10–12 h | 16.7 | 22.0 | |||
12–14 h | 7.3 | 18.2 | |||
14–16 h | 3.6 | 10.0 | |||
16+ h | 2.4 | 6.5 | |||
Sleep hours | <0.001 | ||||
<5 h | 5.6 | 5.1 | Increased | 51.5 (48.2, 54.8) | |
5–6 h | 17.5 | 9.7 | Decreased | 14.0 (11.9, 16.5) | |
6–7 h | 30.3 | 15.5 | No change | 34.4 (31.3, 37.6) | |
7–8 h | 34.7 | 29.9 | |||
8–9 h | 9.9 | 27.9 | |||
>9 h | 2.0 | 11.9 | |||
Sleep satisfaction | <0.001 | ||||
Very satisfied | 15.3 | 27.2 | Improved | 35.4 (32.3, 38.6) |
Lifestyle Outcome | Active | Inactive | p * |
---|---|---|---|
Count (%) | Count (%) | ||
Gaming time | 0.005 | ||
Increased | 377 (78.9%) | 276 (69.3%) | |
Decreased | 20 (4.2%) | 27 (6.8%) | |
No change | 81 (16.9%) | 95 (23.9%) | |
Sitting time | 0.013 | ||
Increased | 271 (69.0%) | 180 (58.6%) | |
Decreased | 32 (8.1%) | 28 (9.1%) | |
No change | 90 (22.9%) | 99 (32.2%) | |
Sleep hours | 0.012 | ||
Increased | 257 (53.5%) | 195 (49.1%) | |
Decreased | 77 (16.0%) | 46 (11.6%) | |
No change | 146 (30.4%) | 156 (39.3%) | |
Sleep satisfaction | 0.24 | ||
Improved | 171 (35.6%) | 139 (35.2%) | |
Worsened | 115 (24.0%) | 78 (19.7%) | |
No change | 194 (40.4%) | 178 (45.1%) | |
Nutrition satisfaction | <0.001 | ||
Improved | 76 (15.9%) | 83 (20.9%) | |
Worsened | 167 (34.9%) | 86 (21.7%) | |
No change | 236 (49.3%) | 228 (57.4%) | |
Stress | 0.96 | ||
Improved | 184 (40.8%) | 149 (39.8%) | |
Worsened | 206 (45.7%) | 174 (46.5%) | |
No change | 61 (13.5%) | 51 (13.6%) |
Lifestyle Outcome | Casual | Competitive | p * |
---|---|---|---|
Percent (95% CI) | Percent (95% CI) | ||
Physically active | 0.85 | ||
Became active | 14.4 (11.4, 17.8) | 13.5 (10.5, 17.1) | |
Became inactive | 25.1 (21.3, 29.2) | 24.2 (20.2, 28.4) | |
No change | 60.5 (55.9, 64.9) | 62.3 (57.6, 66.9) | |
Gaming time | 0.14 | ||
Increased | 73.5 (69.4, 77.3) | 75.8 (71.6, 79.8) | |
Decreased | 4.5 (2.9, 6.7) | 6.5 (4.4, 9.2) | |
No change | 22.0 (18.4, 25.9) | 17.6 (14.2, 21.5) | |
Sitting time | 0.45 | ||
Increased | 66.6 (61.5, 71.3) | 62.0 (56.9, 67.0) | |
Decreased | 7.9 (5.5, 11.1) | 9.1 (6.4, 12.4) | |
No change | 25.5 (21.2, 30.2) | 28.9 (24.4, 33.8) | |
Sleep hours | 0.36 | ||
Increased | 49.3 (44.7, 53.8) | 54.1 (49.3, 58.9) | |
Decreased | 14.7 (11.7, 18.1) | 13.3 (10.3, 16.8) | |
No change | 36.0 (31.8, 40.5) | 32.6 (28.2, 37.2) | |
Sleep satisfaction | 0.042 * | ||
Improved | 31.6 (27.5, 35.9) | 39.7 (35.1, 44.5) | |
Worsened | 23.7 (20.0, 27.7) | 20.3 (16.7, 24.4) | |
No change | 44.7 (40.2, 49.2) | 40.0 (35.3, 44.7) | |
Nutrition satisfaction | 0.79 | ||
Improved | 18.6 (15.2, 22.3) | 17.9 (14.4, 21.8) | |
Worsened | 27.9 (24.0, 32.1) | 30.0 (25.8, 34.6) | |
No change | 53.5 (49.0, 58.0) | 52.1 (47.2, 56.8) | |
Stress | 0.011 * | ||
Improved | 35.9 (31.5, 40.5) | 45.2 (40.3, 50.1) | |
Worsened | 50.9 (46.2, 55.6) | 40.9 (36.1, 45.8) | |
No change | 13.1 (10.2, 16.6) | 13.9 (10.7, 17.6) |
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DiFrancisco-Donoghue, J.; De las Heras, B.; Li, O.; Middleton, J.; Jung, M.-K. Gaming in Pandemic Times: An International Survey Assessing the Effects of COVID-19 Lockdowns on Young Video Gamers’ Health. Int. J. Environ. Res. Public Health 2023, 20, 6855. https://doi.org/10.3390/ijerph20196855
DiFrancisco-Donoghue J, De las Heras B, Li O, Middleton J, Jung M-K. Gaming in Pandemic Times: An International Survey Assessing the Effects of COVID-19 Lockdowns on Young Video Gamers’ Health. International Journal of Environmental Research and Public Health. 2023; 20(19):6855. https://doi.org/10.3390/ijerph20196855
Chicago/Turabian StyleDiFrancisco-Donoghue, Joanne, Bernat De las Heras, Orville Li, Jake Middleton, and Min-Kyung Jung. 2023. "Gaming in Pandemic Times: An International Survey Assessing the Effects of COVID-19 Lockdowns on Young Video Gamers’ Health" International Journal of Environmental Research and Public Health 20, no. 19: 6855. https://doi.org/10.3390/ijerph20196855
APA StyleDiFrancisco-Donoghue, J., De las Heras, B., Li, O., Middleton, J., & Jung, M.-K. (2023). Gaming in Pandemic Times: An International Survey Assessing the Effects of COVID-19 Lockdowns on Young Video Gamers’ Health. International Journal of Environmental Research and Public Health, 20(19), 6855. https://doi.org/10.3390/ijerph20196855