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. 2020 Nov 16;6(11):e05340.
doi: 10.1016/j.heliyon.2020.e05340. eCollection 2020 Nov.

Contextualising video game engagement and addiction in mental health: the mediating roles of coping and social support

Affiliations

Contextualising video game engagement and addiction in mental health: the mediating roles of coping and social support

Clara E Moge et al. Heliyon. .

Abstract

Introduction: A challenge in defining Internet Gaming Disorder (IGD) is discriminating pathological gameplay from an excessive, yet benign, involvement in video games. Although previous research has explored this theoretical distinction in the context of general computing activities, it merits consideration with regards to online gaming. Additionally, whilst comorbidities of addicted gaming and mental health outcomes have been robustly demonstrated, few studies have examined the role of mediating factors that may contextualise this relationship. As such, the present study aims to validate the distinction between addiction and engagement in online gaming, by considering the mediating roles of coping and social online and offline support in mental health.

Method: One hundred and thirty-five participants completed the Computer Engagement/Addiction Questionnaire (CEAS), Depression-Anxiety-Stress Scale (DASS-21), Brief Approach-Avoidance Coping Questionnaire (BACQ) and two versions of the Multidimensional Scale of Perceived Social Support (MSPSS).

Results: Correlational analyses showed a clear distinction between gaming addiction and engagement in the context of all of depression, stress and in particular anxiety (DAS) not found in previous studies. Multiple mediation analysis showed a significant mediating effect of coping, (specifically withdrawal/resignation coping) on the relationship between video game addiction and symptoms of DAS. Offline perceived social support was a significant partial mediator in the relationship between gaming addiction and depression, as compared to any kind of online social support. The results support the distinction of the addiction and engagement concepts in gaming. This study may inform future clinical classifications of IGD, with implications on how pathological gaming is treated.

Keywords: Coping; Engagement; Mental health; Perceived social support; Psychology; Video game addiction.

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Figures

Figure 1
Figure 1
Figure 1 1. First diagram, causal path diagram showing the total effect (correlation) of video game addiction on symptoms of DAS, as anticipated by H1. Note. Depression, anxiety, and stress will be examined as psychometrically distinct constructs. Second diagram, mediation model of video game addiction on symptoms of DAS, with coping as a mediator. Pathways a and b represent the indirect effect, whilst c’ represents the direct effect of video game addiction on DAS when coping mediators are held constant. Third diagram, mediation model of video game addiction on symptoms of DAS, with PSS as a mediator. Pathways a and b represent the indirect effect, whilst c’ represents the direct effect of video game addiction on DAS when PSS mediators are held constant.
Figure 2
Figure 2
Showing standardised β coefficients for total, direct and indirect effects of video game addiction on depression, via coping. Figure 2.1 shows the total effect of addiction on depression. Figure 2.2 shows the multiple mediation analysis model of video game addiction and depression, mediated by approach, withdrawal/resignation, and diversion coping. Figure 2.3 shows the indirect effects of video game addiction and withdrawal/resignation on depression. Note. ∗∗∗ = p < .001; ∗∗ = p < .01; ∗ = p < .05.
Figure 3
Figure 3
Showing standardised β coefficients for total, direct and indirect effects of video game addiction on anxiety, via coping. Figure 3.1 shows the total effect of addiction on anxiety. Figure 3.2 shows the multiple mediation analysis model of video game addiction and anxiety, mediated by approach, withdrawal/resignation, and diversion coping. Figure 3.3 shows the indirect effects of video game addiction and withdrawal/resignation on anxiety. Note. ∗∗∗ = p < .001; ∗∗ = p < .01; ∗ = p < .05.
Figure 4
Figure 4
Showing standardised β coefficients for total, direct and indirect effects of video game addiction on stress, via coping. Figure 4.1 shows the total effect of addiction on stress. Figure 4.2 shows the multiple mediation analysis model of video game addiction and stress, mediated by approach, withdrawal/resignation, and diversion coping. Figure 4.3 shows the indirect effects of video game addiction on stress through withdrawal/resignation and diversion coping. Note. ∗∗∗ = p < .001; ∗∗ = p < .01; ∗ = p < .05.
Figure 5
Figure 5
Showing standardised β coefficients for total, direct and indirect effects of video game addiction on depression, via PSS. Figure 5.1 shows the total effect of video game addiction on depression. Figure 5.2 shows the multiple mediation analysis model of video game addiction and depression, mediated by online and offline PSS. Note. ∗∗∗ = p < .001; ∗∗ = p < .01; ∗ = p < .05.
Figure 6
Figure 6
Showing standardised β coefficients for total, direct and indirect effects of video game addiction on anxiety, via PSS. Figure 6.1 shows the total effect of video game addiction on anxiety. Figure 6.2 shows the multiple mediation analysis model of video game addiction and anxiety, mediated by online and offline PSS. Note. ∗∗∗ = p < .001; ∗∗ = p < .01; ∗ = p < .05.
Figure 7
Figure 7
Showing standardised β coefficients for total, direct and indirect effects of video game addiction on stress, via PSS. Figure 7.1 shows the total effect of video game addiction on stress. Figure 7.2 shows the multiple mediation analysis model of video game addiction and stress, mediated by online and offline PSS. Note. ∗∗∗ = p < .001; ∗∗ = p < .01; ∗ = p < .05.

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