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BACKGROUND A small but growing body of research has been conducted pertinent to the connection between videogame play and relief from anxiety and depressive symptoms during the past COVID-19 years. Not much evidence, however, has been garnered in this area examining extremely disruptive moments such as the draconian COVID-19 lockdowns in China. OBJECTIVE This study investigated the therapeutic efficacy of videogames on mental disorders among Chinese college students during COVID-19 shelter-in-place lockdown mandates. METHODS A mixed-methods approach was adopted. The quantitative portion includes a cross-sectional survey, which involves a national sample of 2,818 (1,396 male vs 1,422 female) college students from 8 provinces spanning 16 geographic regions during extended periods of COVID-19 lockdowns in late 2021 and early 2022. The qualitative section encompasses 17 semi-structured in-depth interviews of (9 female vs 8 male) students on their experiences, perceptions and evaluations of playing videogames during these lockdown moments. Multiple regression analyses were used to examine whether demographic variables (gender and year in college), modality and content of play, and play time accounted for the outcomes of anxiety and depression. Thematic analysis of qualitative data provided additional perspectives on gaming dynamics in relation to anxiety and depression. RESULTS No significant gender effect was detected on any of the statistical models in terms of videogame outcomes on anxiety or depression. At the level of the study population, a significant difference between games and non-gamers were observed moderating anxiety (t2816=-0.42, P=0.019) but not depression symptoms (t2816=-0.12, P=0.601). Playing more online games, spending more time gaming, and increase in play time were all linked to heightened anxiety and depression symptoms. Conversely, playing with friends was connected to lowered anxiety (β=-0.05, P=0.037) and depression (β=-0.08, P=0.003) scores. CONCLUSIONS The buffer effects of videogames may be the most asserting among routine players with moderate to low anxiety and depression symptoms, while excessive gaming as manifested in the overall amount of play time and the increase of time from pre- to lockdown moments may produce detrimental consequences on those struggling with high anxiety and depression. Social play was an effective mechanism in mitigating anxiety and depressive tendencies. CLINICALTRIAL Not Applicable
Hu et al. (Tue,) studied this question.