ArticlePsychiatry investigation2025
Association of Game Use With Loneliness and Social Isolation: A Nationwide Korean Study.
Article in Psychiatry investigation, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.
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.
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.
Who cites it
0 citing papers in PubMed.
No citing paper in PubMed yet.
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
8 authors.
Funding
Abstract
objectiveThe aim of this article is to examine the correlation between social isolation, loneliness, and the use of online games. Conflicting conclusions have been drawn in previous studies on this topic due to small sample sizes and the confounding effects of psychiatric disorders. To address these limitations, the authors conducted a nationwide study that gives consideration to sociodemographic variables and psychiatric disorders.
methodsA total of 5,511 Koreans responded to the Loneliness and Social Isolation Scale-6, Game Overuse Screening Questionnaire, and Korean version of the Composite International Diagnostic Interview between January 2021 and March 2021. Participants were classified as non-gamer, low-risk gamer, and high-risk gamer according to their game usage. Multivariate linear regression was performed to evaluate the association of game usage with loneliness and social isolation after propensity matching controlling for sociodemographic data and presence of psychiatric disorders.
resultsLow-risk gamers reported significantly lower loneliness scores (0.53±1.02) compared to other gaming groups (non-risk: 0.94±1.44, high-risk: 1.02±1.64). Among male participants, non-risk gamers (2.49±1.51) showed lower social network scores than low-risk gamers (2.10±1.11) and high-risk gamers (2.09±1.31). Loneliness (p=0.001) was more strongly correlated with game usage than social support (p=0.839) or network (p=0.055). The relationship between loneliness and game usage was significantly stronger in non-risk (B=0.41) and high-risk (B=0.44) gamers than in low-risk gamers.
conclusionIncreased use of game does not show a linear relationship with loneliness and isolation when correcting for confounding factors including psychiatric disease. Rather, low-risk game use was associated with lower scores for loneliness and isolation. Further studies exploring other factors that affect gaming overuse, loneliness and social isolation are needed.
Indexed as
Identifiers
What Socratic holds
Registered trials
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.