Video gaming is a very popular leisure activity among adults., the amount of time spent playing video games has increased steadily. Video gaming is known to have some benefits such as improving focus, multitasking, and working memory, but it may also come with costs when it is used heavily.
First, we examined whether potentially problematic video game use was related to various psychological functioning variables. The results for the zero-order correlations were similar to those for the partial correlations in which we controlled for sex and age. A medium-sized positive relation to the potentially problematic use of video games emerged for the presence of psychological symptoms including depression, anxiety, and hostility. Furthermore, several coping strategies were differentially associated with the potentially problematic use of video games: Self-blame and behavioral disengagement showed the strongest positive relations to potentially problematic video game use, followed by denial, acceptance, substance use, self-distraction, and venting. Moreover, the association with potentially problematic video game use was negative for general positive affect and positive and larger in size for general negative affect. However, potentially problematic video game use was clearly positively associated with the experience of both positive and negative affect while playing. Finally, poorer performance in school was related to the potentially problematic use of video games. These results suggest that potentially problematic video gaming goes along with poor psychological functioning and vice versa.
Second, we investigated whether players’ reasons for playing video games were differentially related to the psychological functioning variables. Using video games to distract oneself from stress was clearly connected to a high level of psychological symptoms. They showed less general positive affect and more negative affect both in general and while playing as well as more positive affect while playing. These gamers further reported low self-esteem and low life satisfaction, loneliness, shyness, a lack of self-efficacy. However, these gamers reported more online connections. Gamers who played video games to improve their real-life abilities also reported more online connections. The strongest association with online friends and acquaintances emerged, as expected, for gamers who played because of the social relations in the virtual world. Although all reasons for playing video games were related to positive affect while playing, the strongest associations emerged for gamers who played because of the social relations, to stimulate their imagination. It’s interesting that, for gamers who played video games because of the storyline and for relaxation, there was a relation only to positive but not to negative affect while playing. Reasons for playing were only weakly related to age.
The current study adds to the knowledge on gaming by uncovering the specific relations between video gaming. Video gaming was found to be associated with positive affect and social relationships while playing but also with psychological symptoms, maladaptive coping strategies, negative affectivity, low self-esteem and poor school performance.
