TY - JOUR
T1 - Re-evaluating the Digital Gaming Profiles of Children and Adolescents during the COVID-19 Pandemic
T2 - A Comparative Analysis Comprising 2 Years of Pre-Pandemic Data
AU - Çakiroglu, Süleyman
AU - Soylu, Nusret
AU - Görmez, Vahdet
N1 - Publisher Copyright:
© by 2021 Türkiye Yesilay Cemiyeti (Turkish Green Crescent Society).
PY - 2021/4
Y1 - 2021/4
N2 - In this study, we aimed to examine the technology use behaviors and problematic gaming profiles of children and adolescents during the coronavirus disease 2019 pandemic lockdown period. We compared the findings with data collected before the pandemic. The Internet Gaming Disorder Questionnaire (IGDQ) was distributed online to students aged 10 to 18 years. More than half of the participants (54%) spent more time playing digital games during the pandemic. Compared with the data from May 2018, the time spent playing digital games and the total score of the IGDQ were significantly higher in boys than in girls (p<0.001). The percentage of students who spent over 40 hours a week playing digital games was 3.9% in May 2018 compared with 8.7% in June 2020. Before the pandemic, 43.6% of the participants reported that they had spent 8 hours or more per week on digital gaming, whereas this amount was as high as 68.3% during the pandemic. Male students spent more time on digital gaming, while female students spent more time on social media and texting. Despite the list of uncontrolled confounders in this study, children and adolescents are likely to spend more time on digital gaming. The subsequent psychosocial impact may require further attention, especially during lockdown restrictions.
AB - In this study, we aimed to examine the technology use behaviors and problematic gaming profiles of children and adolescents during the coronavirus disease 2019 pandemic lockdown period. We compared the findings with data collected before the pandemic. The Internet Gaming Disorder Questionnaire (IGDQ) was distributed online to students aged 10 to 18 years. More than half of the participants (54%) spent more time playing digital games during the pandemic. Compared with the data from May 2018, the time spent playing digital games and the total score of the IGDQ were significantly higher in boys than in girls (p<0.001). The percentage of students who spent over 40 hours a week playing digital games was 3.9% in May 2018 compared with 8.7% in June 2020. Before the pandemic, 43.6% of the participants reported that they had spent 8 hours or more per week on digital gaming, whereas this amount was as high as 68.3% during the pandemic. Male students spent more time on digital gaming, while female students spent more time on social media and texting. Despite the list of uncontrolled confounders in this study, children and adolescents are likely to spend more time on digital gaming. The subsequent psychosocial impact may require further attention, especially during lockdown restrictions.
KW - Coronavirus disease 2019
KW - behavioral addiction
KW - coronavirus
KW - gaming disorder
KW - screen time
UR - http://www.scopus.com/inward/record.url?scp=85124066776&partnerID=8YFLogxK
U2 - 10.5152/ADDICTA.2021.21019
DO - 10.5152/ADDICTA.2021.21019
M3 - Article
AN - SCOPUS:85124066776
SN - 2148-7286
VL - 8
SP - 51
EP - 57
JO - Addicta: the Turkish Journal on Addictions
JF - Addicta: the Turkish Journal on Addictions
IS - 1
ER -