{"title":"在COVID-19封锁期间玩电子游戏与青少年健康有关吗?情绪自我效能感与积极应对的关系","authors":"E. Calandri, E. Cattelino, F. Graziano","doi":"10.1080/17405629.2022.2148651","DOIUrl":null,"url":null,"abstract":"ABSTRACT The relationship between adolescents’ use of video games and their well-being is controversial and largely unexplored during the COVID −19 pandemic. This study examined the association between adolescent video game use and well-being during a nationwide lockdown (March-May 2020) and investigated whether this association was mediated by emotional self-efficacy and moderated by positive coping. The study involved 168 Italian adolescents aged 14–19 years (M = 16.6 years, SD = 1.6). Data were collected through an anonymous online questionnaire. Moderated mediation analysis showed that playing video games was indirectly associated with lower health complaints and higher affective well-being by mediating emotional self-efficacy. In addition, positive coping was found to moderate the relationship between video game use and emotional self-efficacy. Results indicate that both emotional self-efficacy and positive coping enabled adolescents to benefit from playing video games in terms of individual well-being during home confinement.","PeriodicalId":47709,"journal":{"name":"European Journal of Developmental Psychology","volume":"91 1","pages":"533 - 549"},"PeriodicalIF":1.9000,"publicationDate":"2022-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Is playing video games during COVID-19 lockdown related to adolescent well-being? The role of emotional self-efficacy and positive coping\",\"authors\":\"E. Calandri, E. Cattelino, F. Graziano\",\"doi\":\"10.1080/17405629.2022.2148651\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"ABSTRACT The relationship between adolescents’ use of video games and their well-being is controversial and largely unexplored during the COVID −19 pandemic. This study examined the association between adolescent video game use and well-being during a nationwide lockdown (March-May 2020) and investigated whether this association was mediated by emotional self-efficacy and moderated by positive coping. The study involved 168 Italian adolescents aged 14–19 years (M = 16.6 years, SD = 1.6). Data were collected through an anonymous online questionnaire. Moderated mediation analysis showed that playing video games was indirectly associated with lower health complaints and higher affective well-being by mediating emotional self-efficacy. In addition, positive coping was found to moderate the relationship between video game use and emotional self-efficacy. Results indicate that both emotional self-efficacy and positive coping enabled adolescents to benefit from playing video games in terms of individual well-being during home confinement.\",\"PeriodicalId\":47709,\"journal\":{\"name\":\"European Journal of Developmental Psychology\",\"volume\":\"91 1\",\"pages\":\"533 - 549\"},\"PeriodicalIF\":1.9000,\"publicationDate\":\"2022-11-20\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"European Journal of Developmental Psychology\",\"FirstCategoryId\":\"102\",\"ListUrlMain\":\"https://doi.org/10.1080/17405629.2022.2148651\",\"RegionNum\":4,\"RegionCategory\":\"心理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"PSYCHOLOGY, DEVELOPMENTAL\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"European Journal of Developmental Psychology","FirstCategoryId":"102","ListUrlMain":"https://doi.org/10.1080/17405629.2022.2148651","RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"PSYCHOLOGY, DEVELOPMENTAL","Score":null,"Total":0}
Is playing video games during COVID-19 lockdown related to adolescent well-being? The role of emotional self-efficacy and positive coping
ABSTRACT The relationship between adolescents’ use of video games and their well-being is controversial and largely unexplored during the COVID −19 pandemic. This study examined the association between adolescent video game use and well-being during a nationwide lockdown (March-May 2020) and investigated whether this association was mediated by emotional self-efficacy and moderated by positive coping. The study involved 168 Italian adolescents aged 14–19 years (M = 16.6 years, SD = 1.6). Data were collected through an anonymous online questionnaire. Moderated mediation analysis showed that playing video games was indirectly associated with lower health complaints and higher affective well-being by mediating emotional self-efficacy. In addition, positive coping was found to moderate the relationship between video game use and emotional self-efficacy. Results indicate that both emotional self-efficacy and positive coping enabled adolescents to benefit from playing video games in terms of individual well-being during home confinement.