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- Title
Stress, gaming time, and problematic game use in adolescents: The moderating role of non-digital hobbies (NDHs).
- Authors
KYEONGWOO PARK; HYEIN CHANG; SANG KYU LEE
- Abstract
Stress is a well-known risk factor for adolescents' problematic game use (PGU; Maroney et al., 2019). A plethora of intervention programs for PGU have emphasized the importance of alternative leisure activities and/or hobbies to cope with stress (e.g., Peter, Ginley, & Pfund, 2020), but few empirical studies have directly examined whether those activities may mitigate the risk for PGU. Therefore, we aimed to examine the mediated moderation effect of stress, gaming time, and non-digital hobbies (NDHs) on PGU in adolescents. The participants were 1,453 adolescents (839 females) aged 11 to 15 (M = 12.15, SD = 1.07) in South Korea who responded to a set of self-report questionnaires via online. The results of PROCESS macro indicated that direct and indirect effects of stress on PGU via gaming time were both moderated by NDHs. Interestingly, the moderation effect of the variety of NDHs was only significant for the relationship between gaming time and PGU, but not for the relationship between stress and gaming time. Our results suggest that reporting a variety of NDHs may help adolescents become more "immune" to PGU by changing their lifestyle or attitude/motivation toward gaming, rather than reducing the time engaged in game use itself. In addition, our findings provide empirical evidence that encouraging adolescents to explore NDHs may be an effective strategy that helps them use game as a useful coping method for stress without becoming overly dependent on it.
- Subjects
SOUTH Korea; TEENAGERS; STRESS management; ATTITUDE change (Psychology); HOBBIES; LEISURE
- Publication
Journal of Behavioral Addictions, 2023, Vol 12, p64
- ISSN
2062-5871
- Publication type
Article