A cross-sectional study on gaming intensity and social vulnerability in adolescents that have a chronic condition

Publication date

2023-04-17

Authors

Alexandridis, Dionysis
Nijhof, Sanne L.ORCID 0000-0003-1538-5014ISNI 0000000419446029
van der Rijst, Vincent G
van der Neut, Damian Y
Spijkerman, Renske
Stevens, Gonneke W J M
Bakkes, Sander C J
Lesscher, Heidi M.B.
van den Eijnden, Regina J J M
van der Ent, KorsISNI 0000000388008551

Editors

Advisors

Supervisors

Document Type

Article

Collections

Open Access logo

License

cc_by

Abstract

BACKGROUND: Adolescents growing up with a chronic condition might experience more social vulnerabilities compared to their healthy peers as an indirect result of their conditions. This can lead to a relatedness need frustration for these adolescents. Consequently, they might spend more time playing video games compared to their peers. Research shows that both social vulnerability and gaming intensity are predictors for problematic gaming. Therefore, we investigated if social vulnerability and gaming intensity are more pronounced in adolescents that have a chronic condition compared to the general population; and if these levels reflect the levels of a clinical group being treated for Internet Gaming Disorder (IGD). METHODS: Data on peer problems and gaming intensity were compared from three separate samples: a national representative sample of adolescents, a clinical sample of adolescents that are undergoing treatment for IGD, and a sample of adolescents diagnosed with a chronic condition. RESULTS: No differences were found on either peer problems or gaming intensity between the group of adolescents that have chronic conditions and the national representative group. The group with chronic conditions scored significantly lower on gaming intensity than the clinical group. No significant differences were found between these groups on peer problems. We repeated the analyses for boys only. Similar results were found for the group with chronic conditions compared to the national representative group. The group with chronic conditions now scored significantly lower on both peer problems and gaming intensity than the clinical group. CONCLUSION: Adolescents growing up with a chronic condition appear similar in their gaming intensity and peer problems compared to their healthy peers.

Keywords

children, chronic condition, gaming, problematic gaming, social vulnerability, Public Health, Environmental and Occupational Health

Citation

Alexandridis, D, Nijhof, S L, van der Rijst, V G, van der Neut, D Y, Spijkerman, R, Stevens, G W J M, Bakkes, S C J, Lesscher, H M B, van den Eijnden, R J J M, van der Ent, C K, van den Berg, G & Peeters, M 2023, 'A cross-sectional study on gaming intensity and social vulnerability in adolescents that have a chronic condition', Frontiers in Public Health, vol. 11, 1128156. https://doi.org/10.3389/fpubh.2023.1128156