Coyne et al. (2020) Pathological video game symptoms
Coyne, S. M., Stockdale, L. A., Warburton, W., Gentile, D. A., Yang, C., & Merrill, B. M. (2020). Pathological Video Game Symptoms from Adolescence to Emerging Adulthood: A 6-Year Longitudinal Study of Trajectories, Predictors, and Outcomes. Developmental Psychology, 56(7), 1385–1396. https://doi.org/10.1037/dev0000939
The
article by Coyne et al. (2020) studied the pathological effect of video games on
adolescents over a 6-year period until ‘emerging adulthood’. The article was
aimed at pathological video game symptoms. Pathological video game play in the
article was defined as ‘excessive time spent playing video games and a
difficulty disengaging from video games… primarily characterised by disruption
to healthy functioning due to video game play’ (Coyne et al., 2020, p. 1385). The intended
audience is not mentioned within the article but is likely to be aimed towards
psychologists due to the journal it was published in.
|
Purpose |
Examine
trajectories of pathological video game use across a 6-year period on
adolescents |
|
Methodology |
385 participants between the ages
of 14 and 16. Participants completed questionnaires
after Flourishing Families Project Waves. Various scales were used to measure
pathological video game use, depression, anxiety, aggression, delinquency, empathy,
prosocial behaviour, shyness, parental knowledge, financial stress, and
problematic cell phone use. Mplus was used to conduct a growth
mixture model of pathological video game symptoms across the 6 years. |
|
Results |
If
an adolescent was male, they were more likely to have increasing and moderate
symptoms. The increasing and moderate groups had higher levels of aggression,
depression, and shyness than those who were non-pathological. The increasing
and moderate groups were similar, except for problematic cell phone use which
was higher in the increasing group. |
|
Conclusion |
There
is still evidence supporting the fact that pathological gaming is an issue that
can result in long-term negative outcomes. |
Biegun
et al. (2021) researched the link between video games and problem gaming, mental
health, motivation in university students. Unlike Coyne et al. (2020) they did
not find that problem gambling and mental health issues are not associated with
problem video gaming but is associated with social alienation. Unlike Biegun et
al., Reshadat et al. (2013) found that there was a relationship between the
time spent playing video games and mental health and depression, similar to
that of Coyne et al. (2020).