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
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Czech description
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Classification
Type
J<sub>imp</sub> - Article in a specialist periodical, which is included in the Web of Science database
CEP classification
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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