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1.
Psychology of Popular Media ; 12(2):173-185, 2023.
Article in English | APA PsycInfo | ID: covidwho-2303769

ABSTRACT

COVID-19 pandemic lockdowns have had major negative effects on individuals' mental health and psychological well-being. Isolated at home, people may engage in recreational activities such as binge-watching (i.e., viewing multiple episodes of a TV series in 1 session) as a strategy to regulate emotional states. This is the first longitudinal study assessing changes in TV series viewing patterns during the first COVID-19 lockdown and examining whether binge-watching was associated with changes in positive and negative affect throughout this period. TV series viewing practices and motivations, binge-watching behaviors, psychopathological symptoms, and affective states were jointly assessed through a 6-week longitudinal online survey at 3 time points (i.e., T1, T2, and T3), in Belgium, France, and Switzerland. Results showed significant increases in individuals' watching habits (e.g., higher daily time spent viewing, expansion of coviewing practices). Results from the longitudinal analyses principally showed that male gender and social motives for TV series watching predicted a decrease in negative affect levels. A problematic binge-watching pattern characterized by loss of control was the single predictor of an increase in negative affect over time. These findings suggest that TV series watching patterns effectively increased during the first COVID-19 lockdown. Watching TV series for social motives emerged as a protective factor, whereas problematic binge-watching seemed to act as a maladaptive emotion regulation strategy throughout these unprecedented circumstances. (PsycInfo Database Record (c) 2023 APA, all rights reserved) Impact Statement This is the first large-scale longitudinal study specifically designed to explore the impact of TV series viewing practices on individuals' affective states during the first COVID-19 lockdown. TV series consumption patterns significantly increased over this period. Problematic binge-watching characterized by loss of control seemed to act as a maladaptive strategy to regulate emotional states, whereas watching TV series for social motives emerged as a protective factor in the lockdown context. (PsycInfo Database Record (c) 2023 APA, all rights reserved)

3.
Compr Psychiatry ; 118: 152346, 2022 10.
Article in English | MEDLINE | ID: covidwho-1982871

ABSTRACT

Global concern about problematic usage of the internet (PUI), and its public health and societal costs, continues to grow, sharpened in focus under the privations of the COVID-19 pandemic. This narrative review reports the expert opinions of members of the largest international network of researchers on PUI in the framework of the European Cooperation in Science and Technology (COST) Action (CA 16207), on the scientific progress made and the critical knowledge gaps remaining to be filled as the term of the Action reaches its conclusion. A key advance has been achieving consensus on the clinical definition of various forms of PUI. Based on the overarching public health principles of protecting individuals and the public from harm and promoting the highest attainable standard of health, the World Health Organisation has introduced several new structured diagnoses into the ICD-11, including gambling disorder, gaming disorder, compulsive sexual behaviour disorder, and other unspecified or specified disorders due to addictive behaviours, alongside naming online activity as a diagnostic specifier. These definitions provide for the first time a sound platform for developing systematic networked research into various forms of PUI at global scale. Progress has also been made in areas such as refining and simplifying some of the available assessment instruments, clarifying the underpinning brain-based and social determinants, and building more empirically based etiological models, as a basis for therapeutic intervention, alongside public engagement initiatives. However, important gaps in our knowledge remain to be tackled. Principal among these include a better understanding of the course and evolution of the PUI-related problems, across different age groups, genders and other specific vulnerable groups, reliable methods for early identification of individuals at risk (before PUI becomes disordered), efficacious preventative and therapeutic interventions and ethical health and social policy changes that adequately safeguard human digital rights. The paper concludes with recommendations for achievable research goals, based on longitudinal analysis of a large multinational cohort co-designed with public stakeholders.


Subject(s)
Behavior, Addictive , COVID-19 , Gambling , Behavior, Addictive/diagnosis , Behavior, Addictive/epidemiology , COVID-19/epidemiology , Female , Gambling/epidemiology , Humans , Internet , Male , Pandemics
4.
J Behav Addict ; 2022 Apr 12.
Article in English | MEDLINE | ID: covidwho-1785235

ABSTRACT

Gaming activities have conferred numerous benefits during the COVID-19 pandemic. However, some individuals may be at greater risk of problem gaming due to disruption to adaptive routines, increased anxiety and/or depression, and social isolation. This paper presents a summary of 2019-2021 service data from specialist addiction centers in Germany, Switzerland, Japan, and the United Kingdom. Treatment demand for gaming disorder has exceeded service capacity during the pandemic, with significant service access issues. These data highlight the need for adaptability of gaming disorder services and greater resources and funding to respond effectively in future public health crises.

5.
Clin Neuropsychiatry ; 18(1): 65-74, 2021 Feb.
Article in English | MEDLINE | ID: covidwho-1574390

ABSTRACT

OBJECTIVE: The self-isolation measures employed during the COVID-19 pandemic made it dificult for basic needs to be met, thus increasing emotional distress. It has been suggested that socially meaningful online gaming bufered emotional distress during the lockdown. This study aimed to test the protective effect of online gaming during the lockdown and to investigate the diferences between highly involved gamers (those who play videogames intensely without adverse consequences) and problematic gamers in this regard. METHOD: Capitalizing on a data collection that started before the pandemic, we adopted a cross-sectional between-groups study design in which gaming patterns, gaming-related variables and levels of emotional distress were compared between a pre-COVID group (N=298) and a COVID group (N=366). RESULTS: Compared to the pre-COVID group, high involvement in gaming was more prominent and emotional distress was decreased in the COVID group. Moderated regression analyses further revealed that the interaction between social compensation via gaming and highly involved gaming was associated with lower levels of emotional distress in the COVID-19 group. In contrast, the interaction between gaming-related relaxation and problematic gaming predicted higher emotional distress in the COVID-19 group. CONCLUSIONS: This study suggests that gaming for social compensation might mitigate the experienced emotional distress during pandemic related self-isolation, whereas maladaptive gaming patterns could constitute a vulnerability factor deserving clinical attention.

6.
Cyberpsychology ; 15(4):1-20, 2021.
Article in English | Academic Search Complete | ID: covidwho-1534483

ABSTRACT

The health and socio-economic challenges arising from the COVID-19 pandemic have led to greater reliance on the internet to meet basic needs and responsibilities. Greater engagement in online activities may have negative mental and physical health consequences for some vulnerable individuals, particularly under mandatory selfisolation or 'lockdown' conditions. The present study investigated whether changes in levels of involvement in online activities during the COVID-19 pandemic (i.e., watching TV series, online sexual activities, video games, social networks, gambling, online shopping, and instant messaging) were associated with problematic internet use, as well as whether certain psychological risk factors (positive/negative affect and impulsivity) were significant predictors of these changes. A total of 1,275 participants (66.1% female, aged between 18-55 years) completed an online survey while in lockdown in Spain (April 15th-23rd, 2020). The survey assessed current engagement in seven different online activities and their engagement prior to the COVID-19 pandemic, as well as psychological risk factors (affect and impulsivity). Most participants (between 60.8%-98.6% depending on the activity) reported no changes in participation in online activities, but there was a significant increase in weekly internet use (between 25 and 336 min). However, increased internet use was not accompanied by a corresponding increase in problematic use, except for problematic TV series watching and video gaming. Psychological risk factors considered in the study (affect, impulsivity traits) were largely minor or non-significant predictors. Thus, increased internet use during the lockdown in Spain was not related to a proportional growth in problematic usage, suggesting that these behavioral changes may constitute adaptive coping strategies in the context of the pandemic. [ FROM AUTHOR] Copyright of Cyberpsychology is the property of Masarykova Univerzita, Fakulta Socialnich Studii and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full . (Copyright applies to all Abstracts.)

8.
J Behav Addict ; 9(2): 184-186, 2020 Jun.
Article in English | MEDLINE | ID: covidwho-160920

ABSTRACT

Stay-at-home mandates and quarantines related to the coronavirus (COVID-19) pandemic have led to greatly increased participation in online gaming. Initiatives such as #PlayApartTogether that promote gaming for socializing and stress reduction may achieve positive outcomes. Although gaming can be a healthy coping strategy for the majority, it can also pose risks to some vulnerable individuals. Protracted periods of social isolation and technology-based activity pose the danger of solidifying unhealthy lifestyle patterns, leading to difficulties to readaptation when the COVID-19 crisis has passed. Balanced and effective approaches to gaming during the COVID-19 pandemic are needed to support physical and psychological wellbeing.


Subject(s)
Behavior, Addictive , Coronavirus Infections , Pandemics , Pneumonia, Viral , Social Isolation/psychology , Video Games/psychology , Adaptation, Psychological , Attitude to Computers , Behavior, Addictive/prevention & control , Behavior, Addictive/psychology , Betacoronavirus , COVID-19 , Communicable Disease Control/methods , Coronavirus Infections/epidemiology , Coronavirus Infections/prevention & control , Coronavirus Infections/psychology , Humans , Mental Health , Pandemics/prevention & control , Pneumonia, Viral/epidemiology , Pneumonia, Viral/prevention & control , Pneumonia, Viral/psychology , SARS-CoV-2
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