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Gaming together, feeling better—or feeling worse? How social video gaming impacts loneliness and depressive mood differently for boys and girls

The result's identifiers

  • Result code in IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216224%3A14230%2F25%3A00141645" target="_blank" >RIV/00216224:14230/25:00141645 - isvavai.cz</a>

  • Result on the web

    <a href="https://www.sciencedirect.com/science/article/pii/S0747563225001992" target="_blank" >https://www.sciencedirect.com/science/article/pii/S0747563225001992</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.1016/j.chb.2025.108752" target="_blank" >10.1016/j.chb.2025.108752</a>

Alternative languages

  • Result language

    angličtina

  • Original language name

    Gaming together, feeling better—or feeling worse? How social video gaming impacts loneliness and depressive mood differently for boys and girls

  • Original language description

    Social video gaming has become an integral part of adolescent life, yet its impact on well-being remains unclear. This longitudinal study examines how social gaming relates to loneliness and depressive mood among adolescents, considering both within-person and between-person associations. Additionally, it explores the moderating roles of gender and age. Data were collected from a large sample of Czech adolescents across four waves, with social gaming assessed using an adapted version of the Social Interaction Potential Assessment (SIPA) tool. A random-intercept cross-lagged panel model (RI-CLPM) was employed to distinguish stable between-person differences from within-person fluctuations over time. Findings revealed that while adolescents who generally played more social games reported higher loneliness at the between-person level, an increase in social gaming was associated with a decrease of loneliness at the within-person level. No direct link between social gaming and depressive mood was observed. Gender differences emerged, with social gaming reducing loneliness and depressive mood for boys but increasing both for girls at within-person level. Additionally, early adolescents were more likely to increase social gaming in response to depressive mood, whereas mid-adolescents showed the opposite pattern. These results suggest that while social gaming may provide temporary relief from loneliness, particularly for boys, it may also reflect underlying vulnerabilities, especially for girls. The findings highlight the need for a nuanced understanding of social gaming's role in adolescent well-being, considering individual differences in gender and age.

  • Czech name

  • Czech description

Classification

  • Type

    J<sub>imp</sub> - Article in a specialist periodical, which is included in the Web of Science database

  • CEP classification

  • OECD FORD branch

    50100 - Psychology and cognitive sciences

Result continuities

  • Project

    <a href="/en/project/EH22_008%2F0004583" target="_blank" >EH22_008/0004583: Research of Excellence on Digital Technologies and Wellbeing</a><br>

  • Continuities

    P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)

Others

  • Publication year

    2025

  • Confidentiality

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Data specific for result type

  • Name of the periodical

    Computers in human behavior

  • ISSN

    0747-5632

  • e-ISSN

    1873-7692

  • Volume of the periodical

    172

  • Issue of the periodical within the volume

    November

  • Country of publishing house

    US - UNITED STATES

  • Number of pages

    13

  • Pages from-to

    1-13

  • UT code for WoS article

    001544468200001

  • EID of the result in the Scopus database

    2-s2.0-105011030803