Evidence map›Paper›PMID 37835124›Full record

ArticleInternational journal of environmental research and public health2023

Gaming in Pandemic Times: An International Survey Assessing the Effects of COVID-19 Lockdowns on Young Video Gamers' Health.

Joanne DiFrancisco-Donoghue, Bernat De Las Heras, Orville Li, Jake Middleton, Min-Kyung Jung

Abstract read
In one paragraph

Article in International journal of environmental research and public health, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 7 papers.

0numbers the graph read from it
0cells of the map it votes in
7citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

7 citing papers in PubMed.

  1. Internet Gaming Disorder and Nonmedical Prescription Drug Use: The Moderating Role of Student Status.International journal of environmental research and public health · 2026
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors.

Joanne DiFrancisco-DonoghueDepartment of Osteopathic Medicine, New York Institute of Technology, College of Osteopathic Medicine (NYITCOM), Old Westbury, NY 11568, USA.ORCID 0000-0002-0848-3022
Bernat De Las HerasSchool of Physical and Occupational Therapy, Faculty of Medicine, McGill University, Montreal, QC H3A 0G4, Canada.
Orville LiSchool of Physical and Occupational Therapy, Faculty of Medicine, McGill University, Montreal, QC H3A 0G4, Canada.
Jake MiddletonIndiana Institute of Technology, Fort Wayne, IN 46803, USA.
Min-Kyung JungDepartment of Osteopathic Medicine, New York Institute of Technology, College of Osteopathic Medicine (NYITCOM), Old Westbury, NY 11568, USA.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

The onset of COVID-19 coincided with the peak growth of video game usage, with 2.7 billion gamers in 2020. During the pandemic, gaming and streaming platforms offered an entertaining, social, and safe alternative to recreation during severe lockdowns and social isolations. This study aimed to examine the impact of the COVID-19 pandemic on health-related outcomes in self-proclaimed video gamers based on the type of lockdown experienced and to discuss the potential role of video games during times of preventive lockdown measures. This was a cross-sectional international survey constructed by two academic institutions, NYIT (NY, USA) and McGill University (Montreal, Canada), and Adamas Esports (BC, Canada). The survey consisted of questions including demographics, multiple choice, ratings, and Likert scales relating to the periods prior to and during the COVID-19 lockdowns. There were 897 respondents from North America (72.7%), Europe (10.9%), Asia (4.9%), and other countries (11.5%), with a mean age of 22 years. Significant increases in game time were reported in casual and competitive gamers during the first months of the pandemic. The level of gaming, type of lockdown, and physical activity level prior to the pandemic were examined as potential moderating factors. Significant increases in sedentary behaviors (video game time and sitting time) were observed, while physical activity levels remained unchanged in most participants, regardless of the type of lockdown. Sleep time, but not sleep quality, increased, while mental health exhibited opposing effects, influenced by the type of lockdown and gaming competition levels. Video games, when played moderately, could offer a cost-effective, safe strategy to promote socialization and mental health and improve the overall well-being of the non-gaming and gaming population during pandemic times when strict lockdowns are in place.

Indexed as

COVID-19Video GamesAdultCommunicable Disease ControlCross-Sectional StudiesHumansPandemicsSurveys and QuestionnairesYoung Adultesportsgamingpandemic

Identifiers

PMID37835124
PMCPMC10572799

What Socratic holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the Socratic graph.