Video game play and anxiety during late adolescence: The moderating effects of gender and social context
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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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The association between time spent playing videogames and subsequent anxiety symptoms was positive for females, but negative for males.
“while the second study reported that the association between time spent playing videogames and subsequent anxiety symptoms was positive for females, but negative for males (Ohannessian, 2018).”
From The relationship between screen time and mental health in young people: A systematic review of longitudinal studies (2021) · cites this paper as Ohannessian, 2018
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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)
- PMC
- PMC5815171
- 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
- green
- www.ncbi.nlm.nih.gov
- 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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