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Original Articles

Compensatory video gaming. Gaming behaviours and adverse outcomes and the moderating role of stress, social interaction anxiety, and loneliness

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Pages 2727-2744 | Received 10 Nov 2020, Accepted 16 Jun 2021, Published online: 25 Jun 2021

Keep up to date with the latest research on this topic with citation updates for this article.

Read on this site (3)

Josip Razum & Aleksandra Huić. (2023) Understanding highly engaged adolescent gamers: integration of gaming into daily life and motivation to play video games. Behaviour & Information Technology 0:0, pages 1-23.
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Selen Türkay, Allan Lin, Daniel Johnson & Jessica Formosa. (2023) Self-determination theory approach to understanding the impact of videogames on wellbeing during COVID-19 restrictions. Behaviour & Information Technology 42:11, pages 1720-1739.
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Sophie Hodgetts, Joe Butler & Glenn Patrick Williams. Time spent playing video games during periods of isolation has no effect on loneliness or mental health. Behaviour & Information Technology 0:0, pages 1-22.
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Articles from other publishers (16)

Young-Jae Kim, Chan Sol Lee & Seung-Woo Kang. (2023) Increased adolescent game usage and health-related risk behaviors during the COVID-19 pandemic. Current Psychology 43:18, pages 16821-16832.
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George Farmer & Joanne Lloyd. (2024) Two Sides of the Same Virtual Coin: Investigating Psychosocial Effects of Video Game Play, including Stress Relief Motivations as a Gateway to Problematic Video Game Usage. Healthcare 12:7, pages 772.
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Paweł Strojny, Magdalena Żuber & Agnieszka Strojny. (2024) The interplay between mental health and dosage for gaming disorder risk: a brief report. Scientific Reports 14:1.
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Magdalena Rowicka. (2023) Generalised anxiety disorder, depressive symptoms and their subjective change after the first wave of COVID-19 among gamers in Poland. Heliyon 9:6, pages e16894.
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Xuejiao Chen, Kai Zhang & Yanting Huang. (2023) Effect of Social Loneliness on Tourist Happiness: A Mediation Analysis Based on Smartphone Usage. Sustainability 15:11, pages 8760.
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Sakshi Kumari Kapoor & Marietta Subida. (2023) Assessment of Gaming Addiction and Perceived Psychological Distress Among Filipino Young Adults During COVID-19 Pandemic. International Journal of Educational Methodology 9:1, pages 29-40.
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Maèva Flayelle, Damien Brevers, Daniel L. King, Pierre Maurage, José C. Perales & Joël Billieux. (2023) A taxonomy of technology design features that promote potentially addictive online behaviours. Nature Reviews Psychology 2:3, pages 136-150.
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Saima Anwar, Sadaf Noor & Muhammad Asrar-ul-Haq. (2021) Health risk behaviors among university students: the role of outdoor sports and electronic sports. Journal of Humanities and Applied Social Sciences 5:1, pages 20-34.
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耀如 傅. (2023) From Short to Long: Short Video Media and Adolescent Psychological Development. Advances in Psychology 13:04, pages 1652-1662.
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Mohamed S. Mohamed, Gull Rukh, Helgi B. Schiöth, Sofia Vadlin, Susanne Olofsdotter, Cecilia Åslund & Kent W. Nilsson. (2022) Worsened Anxiety and Loneliness Influenced Gaming and Gambling during the COVID-19 Pandemic. Journal of Clinical Medicine 12:1, pages 249.
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Christian Bäcklund, Pia Elbe, Hanna M. Gavelin, Daniel Eriksson Sörman & Jessica K. Ljungberg. (2022) Gaming motivations and gaming disorder symptoms: A systematic review and meta-analysis. Journal of Behavioral Addictions 11:3, pages 667-688.
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Elisa Wegmann, Stephanie Antons & Matthias Brand. (2022) The experience of gratification and compensation in addictive behaviors: How can these experiences be measured systematically within and across disorders due to addictive behaviors?. Comprehensive Psychiatry 117, pages 152336.
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Federica Pallavicini, Alessandro PepeFabrizia Mantovani. (2022) The Effects of Playing Video Games on Stress, Anxiety, Depression, Loneliness, and Gaming Disorder During the Early Stages of the COVID-19 Pandemic: PRISMA Systematic Review. Cyberpsychology, Behavior, and Social Networking 25:6, pages 334-354.
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Yan Luo, Michelle Moosbrugger, Daniel M. Smith, Thaddeus J. France, Jieru Ma & Jinxiang Xiao. (2022) Is Increased Video Game Participation Associated With Reduced Sense of Loneliness? A Systematic Review and Meta-Analysis. Frontiers in Public Health 10.
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Nick Ballou, Sebastian Deterding, Ioanna Iacovides & Laura Helsby. (2022) Do People Use Games to Compensate for Psychological Needs During Crises? A Mixed-Methods Study of Gaming During COVID-19 Lockdowns. Do People Use Games to Compensate for Psychological Needs During Crises? A Mixed-Methods Study of Gaming During COVID-19 Lockdowns.
Dave HarleyDave Harley. 2022. Mindfulness in a Digital World. Mindfulness in a Digital World 25 41 .