1.
|
Kucharski AJ, Klepac P, Conlan AJK, Kissler SM, Tang ML, Fry H, et al. Effectiveness of isolation, testing, contact tracing, and physical distancing on reducing transmission of SARS-CoV-2 in different settings: a mathematical modelling study. Lancet Infect Dis. 2020; 20(10):1151–60. Available from: http://dx.doi.org/10.1016/S1473-3099(20)30457-6
|
|
|
2.
|
Talic S, Shah S, Wild H, Gasevic D, Maharaj A, Ademi Z, et al. Effectiveness of public health measures in reducing the incidence of covid-19, SARS-CoV-2 transmission, and covid-19 mortality: systematic review and meta-analysis. BMJ. 2021; e068302. Available from: http://dx.doi.org/10.1136/bmj-2021-068302
|
|
|
3.
|
Bailey R, Scheuer C. The COVID-19 pandemic as a fortuitous disruptor in physical education: the case of active homework. AIMS Public Health. 2022; 9(2):423–39. Available from: http://dx.doi.org/10.3934/publichealth.2022029
|
|
|
4.
|
Xu S, Park M, Kang UG, Choi J-S, Koo JW. Problematic use of alcohol and online gaming as coping strategies during the COVID-19 pandemic: A mini review. Front Psychiatry. 2021; 12:685964. Available from: http://dx.doi.org/10.3389/fpsyt.2021.685964
|
|
|
5.
|
Boldi A, Rapp A, Tirassa M. Playing during a crisis: The impact of commercial video games on the reconfiguration of people’s life during the COVID-19 pandemic. Hum-Comput Interact. 2022; 1–42. Available from: http://dx.doi.org/10.1080/07370024.2022.2050725
|
|
|
6.
|
Giardina A, Di Blasi M, Schimmenti A, King DL, Starcevic V, Billieux J. Online gaming and prolonged self-isolation: Evidence from Italian gamers during the covid-19 outbreak. Clin Neuropsychiatry. 2021; 18(1):65–74. Available from: http://dx.doi.org/10.36131/cnfioritieditore20210106
|
|
|
7.
|
Maraz A, Katzinger E, Yi S. Potentially addictive behaviours increase during the first six months of the Covid-19 pandemic. J Behav Addict. 2021; 10(4):912–9. Available from: http://dx.doi.org/10.1556/2006.2021.00079
|
|
|
8.
|
Understanding the value of a European games society [Internet]. Shaping Europe’s digital future. [cited 2024 Mar 25]. Available from: https://digital-strategy.ec.europa.eu/en/policies/value-gaming
|
|
|
9.
|
Number of video gamers worldwide 2019-2029 [Internet]. Statista. [cited 2024 Mar 25]. Available from: https://www.statista.com/statistics/748044/number-video-gamers-world/
|
|
|
10.
|
Bleidorn W, Hopwood CJ, Ackerman RA, Witt EA, Kandler C, Riemann R, et al. The healthy personality from a basic trait perspective. J Pers Soc Psychol. 2020; 118(6):1207–25. Available from: http://dx.doi.org/10.1037/pspp0000231
|
|
|
11.
|
Keyes CLM. Complete mental health: An agenda for the 21st century. In: Flourishing: Positive psychology and the life well-lived. Washington: American Psychological Association; 2003. p. 293–312.
|
|
|
12.
|
Diener E, Lucas RE, Oishi S. Subjective well-being the science of happiness and life satisfaction. In: Handbook of Positive Psychology. Oxford University PressNew York, NY; 2001. p. 63–73.
|
|
|
13.
|
Kim-Prieto C, Diener E, Tamir M, Scollon C, Diener M. Integrating the diverse definitions of happiness: A time-sequential framework of subjective well-being. J Happiness Stud. 2005; 6(3):261–300. Available from: http://dx.doi.org/10.1007/s10902-005-7226-8
|
|
|
14.
|
Schalet BD, Pilkonis PA, Yu L, Dodds N, Johnston KL, Yount S, et al. Clinical validity of PROMIS Depression, Anxiety, and Anger across diverse clinical samples. J Clin Epidemiol. 2016; 73:119–27. Available from: http://dx.doi.org/10.1016/j.jclinepi.2015.08.036
|
|
|
15.
|
Headey B, Holmström E, Wearing A. Well-being and ill-being: Different dimensions? Soc Indic Res. 1984; 14(2):115–39. Available from: http://dx.doi.org/10.1007/bf00293406
|
|
|
16.
|
Ryff CD, Dienberg Love G, Urry HL, Muller D, Rosenkranz MA, Friedman EM, et al. Psychological well-being and ill-being: do they have distinct or mirrored biological correlates? Psychother Psychosom. 2006; 75(2):85–95. Available from: http://dx.doi.org/10.1159/000090892
|
|
|
17.
|
Ballou N, Van Rooij AJ. The relationship between mental well-being and dysregulated gaming: a specification curve analysis of core and peripheral criteria in five gaming disorder scales. R Soc Open Sci. 2021; 8(5):201385. Available from: http://dx.doi.org/10.1098/rsos.201385
|
|
|
18.
|
Kaczmarek LD, Drążkowski D. MMORPG escapism predicts decreased well-being: examination of gaming time, game realism beliefs, and online social support for offline problems. Cyberpsychol Behav Soc Netw. 2014; 17(5):298–302. Available from: http://dx.doi.org/10.1089/cyber.2013.0595
|
|
|
19.
|
Vuorre M, Johannes N, Magnusson K, Przybylski AK. Time spent playing video games is unlikely to impact well-being. R Soc Open Sci. 2022; 9(7):220411. Available from: http://dx.doi.org/10.1098/rsos.220411
|
|
|
20.
|
Kaczmarek LD, Behnke M, Dżon M. Eye problems and musculoskeletal pain in Pokémon Go players. Sci Rep. 2022; 12(1):19315. Available from: http://dx.doi.org/10.1038/s41598-022-22428-1
|
|
|
21.
|
Severo RB, Soares JM, Affonso JP, Giusti DA, de Souza Junior AA, de Figueiredo VL, et al. Prevalence and risk factors for internet gaming disorder. Rev Bras Psiquiatr. 2020; 42(5):532–5. Available from: http://dx.doi.org/10.1590/1516-4446-2019-0760
|
|
|
22.
|
Stevens MW, Dorstyn D, Delfabbro PH, King DL. Global prevalence of gaming disorder: A systematic review and meta-analysis. Aust N Z J Psychiatry. 2021; 55(6):553–68. Available from: http://dx.doi.org/10.1177/0004867420962851
|
|
|
23.
|
Przybylski AK, Rigby CS, Ryan RM. A motivational model of video game engagement. Rev Gen Psychol. 2010; 14(2):154–66. Available from: http://dx.doi.org/10.1037/a0019440
|
|
|
24.
|
Greitemeyer T, Mügge DO. Video games do affect social outcomes: a meta-analytic review of the effects of violent and prosocial video game play: A meta-analytic review of the effects of violent and prosocial video game play. Pers Soc Psychol Bull. 2014; 40(5):578–89. Available from: http://dx.doi.org/10.1177/0146167213520459
|
|
|
25.
|
Luxford E, Türkay S, Frommel J, Tobin SJ, Mandryk RL, Formosa J, et al. Self-regulation as a mediator of the associations between passion for video games and well-being. Cyberpsychol Behav Soc Netw. 2022; 25(5):310–5. Available from: http://dx.doi.org/10.1089/cyber.2021.0321
|
|
|
26.
|
Cheng C, Cheung MW-L, Wang H-Y. Multinational comparison of internet gaming disorder and psychosocial problems versus well-being: Meta-analysis of 20 countries. Comput Human Behav. 2018; 88:153–67. Available from: http://dx.doi.org/10.1016/j.chb.2018.06.033
|
|
|
27.
|
Lee Y-H, Wohn DY. Are there cultural differences in how we play? Examining cultural effects on playing social network games. Comput Human Behav. 2012; 28(4):1307–14. Available from: http://dx.doi.org/10.1016/j.chb.2012.02.014
|
|
|
28.
|
van der Neut D, Peeters M, Boniel-Nissim M, Klanšček HJ, Oja L, van den Eijnden R. A cross-national comparison of problematic gaming behavior and well-being in adolescents. J Behav Addict. 2023; 12(2):448–57. Available from: http://dx.doi.org/10.1556/2006.2023.00010
|
|
|
29.
|
Colwell J, Kato M. Investigation of the relationship between social isolation, self‐esteem, aggression and computer game play in Japanese adolescents. Asian J Soc Psychol. 2003; 6(2):149–58. Available from: http://dx.doi.org/10.1111/1467-839x.t01-1-00017
|
|
|
30.
|
Pustejovsky JE, Tipton E. Meta-analysis with robust variance estimation: Expanding the range of working models. Prev Sci. 2022; 23(3):425–38. Available from: http://dx.doi.org/10.1007/s11121-021-01246-3
|
|
|
31.
|
Viechtbauer W. Conducting meta-analyses inRwith themetaforPackage. J Stat Softw. 2010; 36(3). Available from: http://dx.doi.org/10.18637/jss.v036.i03
|
|
|
32.
|
Gleser LJ, Olkin I. Stochastically dependent effect sizes,” in The handbook of Research Synthesis and Meta-Analysis. Cooper H, Hedges LV, Valentine JC, editors. New York, NY: Russell Sage Foundation; 2009.
|
|
|
33.
|
Hedges LV, Tipton E, Johnson MC. Robust variance estimation in meta-regression with dependent effect size estimates. Res Synth Methods. 2010; 1(1):39–65. Available from: http://dx.doi.org/10.1002/jrsm.5
|
|
|
34.
|
Tipton E. Small sample adjustments for robust variance estimation with meta-regression. Psychol Methods. 2015; 20(3):375–93. Available from: http://dx.doi.org/10.1037/met0000011
|
|
|
35.
|
Borenstein M, Higgins JPT, Hedges LV, Rothstein HR. Basics of meta‐analysis: I2 is not an absolute measure of heterogeneity. Res Synth Methods. 2017; 8(1):5–18. Available from: http://dx.doi.org/10.1002/jrsm.1230
|
|
|
36.
|
Higgins JPT, Thompson SG, Spiegelhalter DJ. A re-evaluation of random-effects meta-analysis. J R Stat Soc Ser A Stat Soc. 2009; 172(1):137–59. Available from: http://dx.doi.org/10.1111/j.1467-985X.2008.00552.x
|
|
|
37.
|
Riley RD, Higgins JPT, Deeks JJ. Interpretation of random effects meta-analyses. BMJ. 2011; 342(feb10 2):d549. Available from: http://dx.doi.org/10.1136/bmj.d549
|
|
|
38.
|
Rodgers MA, Pustejovsky JE. Evaluating meta-analytic methods to detect selective reporting in the presence of dependent effect sizes. Psychol Methods. 2020; 26(2):141–60. Available from: http://dx.doi.org/10.1037/met0000300
|
|
|
39.
|
Cafri G, Kromrey JD, Brannick MT. A meta-meta-analysis: Empirical review of statistical power, Type I error rates, effect sizes, and model selection of meta-analyses published in psychology. Multivariate Behav Res. 2010; 45(2):239–70. Available from: http://dx.doi.org/10.1080/00273171003680187
|
|
|
40.
|
Abdi H. The Bonferonni and Šidak corrections for multiple comparisons. Salkind N, editor. Thousand Oaks, CA: Sage; 2007.
|
|
|
41.
|
Barr M, Copeland-Stewart A. Playing video games during the COVID-19 pandemic and effects on players’ well-being. Games Cult. 2022; 17(1):122–39. Available from: http://dx.doi.org/10.1177/15554120211017036
|
|
|
42.
|
Ellis LA, Lee MD, Ijaz K, Smith J, Braithwaite J, Yin K. COVID-19 as ‘game changer’ for the physical activity and mental well-being of augmented reality game players during the pandemic: Mixed methods survey study. J Med Internet Res. 2020; 22(12):e25117. Available from: http://dx.doi.org/10.2196/25117
|
|
|
43.
|
Kaczmarek LD, Enko J, Awdziejczyk M, Hoffmann N, Białobrzeska N, Mielniczuk P, et al. Would you be happier if you looked better? A focusing illusion. J Happiness Stud. 2016; 17(1):357–65. Available from: http://dx.doi.org/10.1007/s10902-014-9598-0
|
|
|
44.
|
Burke TA, Kutok ER, Dunsiger S, Nugent NR, Patena JV, Riese A, et al. A national snapshot of U.S. adolescents’ mental health and changing technology use during COVID-19. Gen Hosp Psychiatry. 2021; 71:147–8. Available from: http://dx.doi.org/10.1016/j.genhosppsych.2021.05.006
|
|
|
45.
|
Chen C-Y, Chen I-H, O’Brien KS, Latner JD, Lin C-Y. Psychological distress and internet-related behaviors between schoolchildren with and without overweight during the COVID-19 outbreak. Int J Obes (Lond). 2021; 45(3):677–86. Available from: http://dx.doi.org/10.1038/s41366-021-00741-5
|
|
|
46.
|
Fraser AM, Stockdale LA, Bryce CI, Alexander BL. College students’ media habits, concern for themselves and others, and mental health in the era of COVID-19. Psychol of Popular Media. 2022; 11(2):139–51. Available from: http://dx.doi.org/10.1037/ppm0000345
|
|
|
47.
|
Gabbiadini A, Baldissarri C, Durante F, Valtorta RR, De Rosa M, Gallucci M. Corrigendum: Together apart: The mitigating role of digital communication technologies on negative affect during the COVID-19 outbreak in Italy. Front Psychol. 2021; 12:701130. Available from: http://dx.doi.org/10.3389/fpsyg.2021.701130
|
|
|
48.
|
Helbach J, Stahlmann K. Changes in digital media use and physical activity in German young adults under the covid-19 pandemic - A cross-sectional study. J Sports Sci Med. 2021; 642–54. Available from: http://dx.doi.org/10.52082/jssm.2021.642
|
|
|
49.
|
Kim D, Lee J. Addictive internet gaming usage among Korean adolescents before and after the outbreak of the COVID-19 pandemic: A comparison of the latent profiles in 2018 and 2020. Int J Environ Res Public Health. 2021; 18(14):7275. Available from: http://dx.doi.org/10.3390/ijerph18147275
|
|
|
50.
|
Paschke K, Austermann MI, Simon-Kutscher K, Thomasius R. Adolescent gaming and social media usage before and during the COVID-19 pandemic: Interim results of a longitudinal study. Sucht. 2021; 67(1):13–22. Available from: http://dx.doi.org/10.1024/0939-5911/a000694
|
|
|
51.
|
Peddie MC, Scott T, Haszard JJ. Using a 24 h Activity Recall (STAR-24) to describe activity in adolescent boys in New Zealand: Comparisons between a sample collected before, and a sample collected during the COVID-19 lockdown. Int J Environ Res Public Health. 2021; 18(15):8035. Available from: http://dx.doi.org/10.3390/ijerph18158035
|
|
|
52.
|
Sallie SN, Ritou VJE, Bowden-Jones H, Voon V. Assessing online gaming and pornography consumption patterns during COVID-19 isolation using an online survey: Highlighting distinct avenues of problematic internet behavior. Addict Behav. 2021; 123(107044):107044. Available from: http://dx.doi.org/10.1016/j.addbeh.2021.107044
|
|
|
53.
|
Schmidt SCE, Anedda B, Burchartz A, Eichsteller A, Kolb S, Nigg C, et al. Author Correction: Physical activity and screen time of children and adolescents before and during the COVID-19 lockdown in Germany: a natural experiment. Sci Rep. 2021; 11(1):24329. Available from: http://dx.doi.org/10.1038/s41598-021-03905-5
|
|
|
54.
|
Studer J, Marmet S, Gmel G, Wicki M, Labhart F, Gachoud C, et al. Changes in substance use and other reinforcing behaviours during the COVID-19 crisis in a general population cohort study of young Swiss men. J Behav Addict. 2021; 10(4):901–11. Available from: http://dx.doi.org/10.1556/2006.2021.00073
|
|
|
55.
|
Teng Z, Pontes HM, Nie Q, Griffiths MD, Guo C. Depression and anxiety symptoms associated with internet gaming disorder before and during the COVID-19 pandemic: A longitudinal study. J Behav Addict. 2021; 10(1):169–80. Available from: http://dx.doi.org/10.1556/2006.2021.00016
|
|
|
56.
|
Ting CH, Essau C. Addictive behaviours among university students in Malaysia during COVID-19 pandemic. Addict Behav Rep. 2021; 14(100375):100375. Available from: http://dx.doi.org/10.1016/j.abrep.2021.100375
|
|
|
57.
|
Zarco-Alpuente A, Ciudad-Fernández V, Ballester-Arnal R, Billieux J, Gil-Llario MD, King DL, et al. Problematic internet use prior to and during the COVID-19 pandemic. Cyberpsychology (Brno). 2021; 15(4). Available from: http://dx.doi.org/10.5817/cp2021-4-1
|
|
|
58.
|
Cakiroglu S, Soylu N, Görmez V. Re-evaluating the digital gaming profiles of children and adolescents during the COVID-19 pandemic: A comparative analysis comprising 2 years of pre-pandemic data. Addicta. 2021; 8(1):51–7. Available from: http://dx.doi.org/10.5152/addicta.2021.21019
|
|
|
59.
|
Łuszczki E, Bartosiewicz A, Pezdan-Śliż I, Kuchciak M, Jagielski P, Oleksy Ł, et al. Children’s eating habits, physical activity, sleep, and media usage before and during COVID-19 pandemic in Poland. Nutrients. 2021; 13(7):2447. Available from: http://dx.doi.org/10.3390/nu13072447
|
|
|
60.
|
Carey PAK, Delfabbro P, King D. An evaluation of gaming-related harms in relation to gaming disorder and loot box involvement. Int J Ment Health Addict. 2022; 20(5):2906–21. Available from: http://dx.doi.org/10.1007/s11469-021-00556-5
|
|
|
61.
|
Chen C-Y, Chen I-H, Pakpour AH, Lin C-Y, Griffiths MD. Internet-related behaviors and psychological distress among schoolchildren during the COVID-19 school hiatus. Cyberpsychol Behav Soc Netw. 2021; 24(10):654–63. Available from: http://dx.doi.org/10.1089/cyber.2020.0497
|
|
|
62.
|
Goldblum M. Free-to-Play? An Examination of Intrinsic Motivation and Gaming Behaviors in US Female Mobile Gamers. 2021. Available from: https://academicworks.cuny.edu/cc_etds_theses/850/
|
|
|
63.
|
Kim D, Lee J, Nam JK. Latent profile of Internet and Internet game usage among south Korean adolescents during the COVID-19 pandemic. Front Psychiatry. 2021; 12:714301. Available from: http://dx.doi.org/10.3389/fpsyt.2021.714301
|
|
|
64.
|
Lemenager T, Neissner M, Koopmann A, Reinhard I, Georgiadou E, Müller A, et al. COVID-19 lockdown restrictions and online media consumption in Germany. Int J Environ Res Public Health. 2020; 18(1):14. Available from: http://dx.doi.org/10.3390/ijerph18010014
|
|
|
65.
|
Lewis JE, Trojovsky M, Jameson MM. New social horizons: Anxiety, isolation, and Animal Crossing during the COVID-19 pandemic. Front Virtual Real. 2021; 2. Available from: http://dx.doi.org/10.3389/frvir.2021.627350
|
|
|
66.
|
Liu SR, Davis EP, Palma AM, Sandman CA, Glynn LM. The acute and persisting impact of COVID-19 on trajectories of adolescent depression: Sex differences and social connectedness. J Affect Disord. 2022; 299:246–55. Available from: http://dx.doi.org/10.1016/j.jad.2021.11.030
|
|
|
67.
|
Magis-Weinberg L, Gys CL, Berger EL, Domoff SE, Dahl RE. Positive and negative online experiences and loneliness in Peruvian adolescents during the COVID-19 lockdown. J Res Adolesc. 2021; 31(3):717–33. Available from: http://dx.doi.org/10.1111/jora.12666
|
|
|
68.
|
Ponni S, Raj M. A study on digital gaming behavior and its associations with COVID-19 pandemic. International Journal of Aquatic Science. 2021; 12(2):699–704.
|
|
|
69.
|
Rogier G, Zobel SB, Velotti P. COVID-19, loneliness and technological addiction: Longitudinal data. J Gambl Issu. 2021; (47). Available from: http://dx.doi.org/10.4309/jgi.2021.47.4
|
|
|
70.
|
Yang X, Yip BHK, Lee EKP, Zhang D, Wong SYS. The relationship between technology use and problem technology use and potential psychosocial mechanisms: Population-based telephone survey in community adults during COVID-19. Front Psychol. 2021; 12:696271. Available from: http://dx.doi.org/10.3389/fpsyg.2021.696271
|
|
|
71.
|
Çetin M, Kökalan Ö. A multilevel analysis of the effects of indoor activities on psychological wellbeing during COVID-19 pandemic. An Psicol. 2021; 37(3):500–7. Available from: http://dx.doi.org/10.6018/analesps.446891
|
|
|