Jin Young Jung, Han Mil Choi, Jin Pyo Hong, Myung Hyun Kim, Dahae Kim, So Hee Park, Bong-Jin Hahm, Ji Hyun An
{"title":"游戏使用与孤独感和社会隔离的关系:一项韩国全国性研究","authors":"Jin Young Jung, Han Mil Choi, Jin Pyo Hong, Myung Hyun Kim, Dahae Kim, So Hee Park, Bong-Jin Hahm, Ji Hyun An","doi":"10.30773/pi.2023.0385","DOIUrl":null,"url":null,"abstract":"<p><strong>Objective: </strong>The 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.</p><p><strong>Methods: </strong>A 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.</p><p><strong>Results: </strong>Low-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.</p><p><strong>Conclusion: </strong>Increased 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.</p>","PeriodicalId":21164,"journal":{"name":"Psychiatry Investigation","volume":"22 6","pages":"714-721"},"PeriodicalIF":1.8000,"publicationDate":"2025-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Association of Game Use With Loneliness and Social Isolation: A Nationwide Korean Study.\",\"authors\":\"Jin Young Jung, Han Mil Choi, Jin Pyo Hong, Myung Hyun Kim, Dahae Kim, So Hee Park, Bong-Jin Hahm, Ji Hyun An\",\"doi\":\"10.30773/pi.2023.0385\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><strong>Objective: </strong>The 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.</p><p><strong>Methods: </strong>A 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.</p><p><strong>Results: </strong>Low-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.</p><p><strong>Conclusion: </strong>Increased 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.</p>\",\"PeriodicalId\":21164,\"journal\":{\"name\":\"Psychiatry Investigation\",\"volume\":\"22 6\",\"pages\":\"714-721\"},\"PeriodicalIF\":1.8000,\"publicationDate\":\"2025-06-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Psychiatry Investigation\",\"FirstCategoryId\":\"3\",\"ListUrlMain\":\"https://doi.org/10.30773/pi.2023.0385\",\"RegionNum\":4,\"RegionCategory\":\"医学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"2025/6/16 0:00:00\",\"PubModel\":\"Epub\",\"JCR\":\"Q3\",\"JCRName\":\"PSYCHIATRY\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Psychiatry Investigation","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.30773/pi.2023.0385","RegionNum":4,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2025/6/16 0:00:00","PubModel":"Epub","JCR":"Q3","JCRName":"PSYCHIATRY","Score":null,"Total":0}
Association of Game Use With Loneliness and Social Isolation: A Nationwide Korean Study.
Objective: The 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.
Methods: A 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.
Results: Low-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.
Conclusion: Increased 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.
期刊介绍:
The Psychiatry Investigation is published on the 25th day of every month in English by the Korean Neuropsychiatric Association (KNPA). The Journal covers the whole range of psychiatry and neuroscience. Both basic and clinical contributions are encouraged from all disciplines and research areas relevant to the pathophysiology and management of neuropsychiatric disorders and symptoms, as well as researches related to cross cultural psychiatry and ethnic issues in psychiatry. The Journal publishes editorials, review articles, original articles, brief reports, viewpoints and correspondences. All research articles are peer reviewed. Contributions are accepted for publication on the condition that their substance has not been published or submitted for publication elsewhere. Authors submitting papers to the Journal (serially or otherwise) with a common theme or using data derived from the same sample (or a subset thereof) must send details of all relevant previous publications and simultaneous submissions. The Journal is not responsible for statements made by contributors. Material in the Journal does not necessarily reflect the views of the Editor or of the KNPA. Manuscripts accepted for publication are copy-edited to improve readability and to ensure conformity with house style.