Gaming together, feeling better—or feeling worse? How social video gaming impacts loneliness and depressive mood differently for boys and girls
Identifikátory výsledku
Kód výsledku v 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>
Výsledek na webu
<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>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Gaming together, feeling better—or feeling worse? How social video gaming impacts loneliness and depressive mood differently for boys and girls
Popis výsledku v původním jazyce
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.
Název v anglickém jazyce
Gaming together, feeling better—or feeling worse? How social video gaming impacts loneliness and depressive mood differently for boys and girls
Popis výsledku anglicky
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.
Klasifikace
Druh
J<sub>imp</sub> - Článek v periodiku v databázi Web of Science
CEP obor
—
OECD FORD obor
50100 - Psychology and cognitive sciences
Návaznosti výsledku
Projekt
<a href="/cs/project/EH22_008%2F0004583" target="_blank" >EH22_008/0004583: Excelentní výzkum v oblasti digitálních technologií a wellbeingu</a><br>
Návaznosti
P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)
Ostatní
Rok uplatnění
2025
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Computers in human behavior
ISSN
0747-5632
e-ISSN
1873-7692
Svazek periodika
172
Číslo periodika v rámci svazku
November
Stát vydavatele periodika
US - Spojené státy americké
Počet stran výsledku
13
Strana od-do
1-13
Kód UT WoS článku
001544468200001
EID výsledku v databázi Scopus
2-s2.0-105011030803