Cited by 54Impact of Technology on AdolescentsDigital Games and MediaChild and Adolescent Psychosocial and Emotional Development

Video game play and anxiety during late adolescence: The moderating effects of gender and social context

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Ohannessian, Christine McCauley·2018·Journal of Affective Disorders

Abstract

Background Few studies have examined factors that moderate the relationship between playing video games and adolescent psychological adjustment. Therefore, the primary goal of this study was to examine the relationship between playing video games and anxiety symptomatology in a sample of 441 11th and 12th grade students, while considering both gender and the social context (whether they played alone or with others).Methods Participants (66% non-Hispanic White) were administered a survey (including measures of technology use and anxiety symptomatology) in school at baseline and one year later.Results Both gender and the social context moderated the relationship between playing video games and anxiety symptomatology. Boys who played video games the most had the lowest levels of anxiety, whereas girls who played video games the most had the highest levels of anxiety. This relationship was exacerbated in the context of playing with others.Limitations Although the study has a number of strengths including the longitudinal design and the diverse sample, the study relied on self-report data. In addition, the sample was limited to adolescents residing in the Mid-Atlantic United States. Therefore, caution should be taken in regard to generalizing the results.Conclusions Findings from this study underscore the need to consider both gender and the social context when examining the relationship between playing video games and adolescent psychological adjustment.

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Research works printed but not linked: 2

  1. Ohannessian CM 2015 A longitudinal examination of the relationship between technology use and substance use during adolescence Technology and Youth: Growing Up in a Digital World Emerald Group Publishing Limited 293 313
  2. Seiffge-Krenke I 2011 Coping with relationships tressors: A decade review J Res Adolesc 21 1 196 210

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Authors
Ohannessian, C. M.
Affiliations
University of Connecticut (US)
Corresponding author
Ohannessian, Christine McCauley
Venue
Journal of Affective Disorders
Publisher
Elsevier BV
Published
2018-01
Volume
226
Pages
216-219
ISSN
0165-0327 (ISSN-L)
OpenAlex
W2761349067
Cited by
54
References
23
Citations by year
2026: 3 · 2025: 5 · 2024: 2 · 2023: 8 · 2022: 13 · 2021: 9 · 2020: 6 · 2019: 4 · 2018: 4
FWCI
9.81
Type
journal article
Language
en
Open access
Locations
  • Journal of Affective Disorders (publishedVersion)
  • PubMed (publishedVersion)
  • Europe PMC (PubMed Central) (acceptedVersion)
  • PubMed Central (acceptedVersion)
Funders
National Institutes of Health
Topics
  • Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Psychology › Clinical Psychology › Child and Adolescent Psychosocial and Emotional Development
Keywords
video gaming, anxiety, late adolescence, gender differences, social environment, adolescent adjustment, moderating effect, technology use
MeSH terms
Adolescent, Adolescent Behavior, Anxiety, Anxiety Disorders, Female, Humans, Male, Surveys and Questionnaires, Sex Factors, Social Environment, Students, Video Games

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