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Currently submitted to: JMIR Serious Games

Date Submitted: Mar 26, 2024

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

Gaming Therapy During Shelter-in-Place COVID-19 Lockdowns: Videogame Play and Symptoms of Anxiety and Depression Among College Students in China

  • Fengbin Hu; 
  • Zixue Tai; 
  • Jianping Liu

ABSTRACT

Background:

A small but growing body of research has been conducted pertinent to the connection between videogame play and relief from anxiety and depressive symptoms during the past COVID-19 years. Not much evidence, however, has been garnered in this area examining extremely disruptive moments such as the draconian COVID-19 lockdowns in China.

Objective:

This study investigated the therapeutic efficacy of videogames on mental disorders among Chinese college students during COVID-19 shelter-in-place lockdown mandates.

Methods:

A mixed-methods approach was adopted. The quantitative portion includes a cross-sectional survey, which involves a national sample of 2,818 (1,396 male vs 1,422 female) college students from 8 provinces spanning 16 geographic regions during extended periods of COVID-19 lockdowns in late 2021 and early 2022. The qualitative section encompasses 17 semi-structured in-depth interviews of (9 female vs 8 male) students on their experiences, perceptions and evaluations of playing videogames during these lockdown moments. Multiple regression analyses were used to examine whether demographic variables (gender and year in college), modality and content of play, and play time accounted for the outcomes of anxiety and depression. Thematic analysis of qualitative data provided additional perspectives on gaming dynamics in relation to anxiety and depression.

Results:

No significant gender effect was detected on any of the statistical models in terms of videogame outcomes on anxiety or depression. At the level of the study population, a significant difference between games and non-gamers were observed moderating anxiety (t2816=-0.42, P=0.019) but not depression symptoms (t2816=-0.12, P=0.601). Playing more online games, spending more time gaming, and increase in play time were all linked to heightened anxiety and depression symptoms. Conversely, playing with friends was connected to lowered anxiety (β=-0.05, P=0.037) and depression (β=-0.08, P=0.003) scores.

Conclusions:

The buffer effects of videogames may be the most asserting among routine players with moderate to low anxiety and depression symptoms, while excessive gaming as manifested in the overall amount of play time and the increase of time from pre- to lockdown moments may produce detrimental consequences on those struggling with high anxiety and depression. Social play was an effective mechanism in mitigating anxiety and depressive tendencies. Clinical Trial: Not Applicable


 Citation

Please cite as:

Hu F, Tai Z, Liu J

Gaming Therapy During Shelter-in-Place COVID-19 Lockdowns: Videogame Play and Symptoms of Anxiety and Depression Among College Students in China

JMIR Preprints. 26/03/2024:58857

DOI: 10.2196/preprints.58857

URL: https://preprints.jmir.org/preprint/58857

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© The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes.

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