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Motives for playing and online gaming time in relation to depression, musculoskeletal symptoms and psychosomatic symptoms: a populationbased cross-sectional study of Swedish adolescents
Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Medicinska och farmaceutiska vetenskapsområdet, centrumbildningar mm, Centre for Clinical Research, County of Västmanland.
Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Medicinska och farmaceutiska vetenskapsområdet, centrumbildningar mm, Centre for Clinical Research, County of Västmanland.
(English)Manuscript (preprint) (Other academic)
Abstract [en]

Objective: Playing online computer games is one of the most common leisure activities among adolescents. However, frequent computer-related activities have been suggested to be a new health risk factor associated with psychosomatic and physical complaints. The present study examined online gaming time and motives for playing, in relation to depression, musculoskeletal symptoms and psychosomatic symptoms. Methods: A total of 7,757 Swedish adolescents aged 13–18 years completed a voluntary, anonymous questionnaire during class hours that included questions about demographic background, depressive symptoms, musculoskeletal symptoms, psychosomatic symptoms and gaming habits. Results: Increased gaming time on weekdays elevated the odds for depression, musculoskeletal symptoms and psychosomatic symptoms. However, the effects of time spent gaming were further explained by motives for playing. Gaming on weekdays for more than five hours a day, in combination with escape motives, revealed the highest odds for depression symptoms (OR = 5.335, p < 0.001), musculoskeletal symptoms (OR = 2.614, p < 0.001), and psychosomatic symptoms (OR = 4.814, p < 0.001). The increases in odds for depression symptoms, musculoskeletal symptoms and psychosomatic symptoms were less obvious among weekend gamers. Conclusion: Motives for playing was the dominant factor in relation to depression, musculoskeletal symptoms and psychosomatic symptoms, whereas the time factor was of less importance. Online gaming motives may identify problem gamers in need of intervention to reduce their unhealthy gaming behaviour. Further research on health issues in relation to online gaming should consider the combined effects of time spent gaming and gaming motives.

Keyword [en]
adolescent; computer games; depression; health; musculoskeletal symptoms; psychosomatic symptoms
National Category
Medical and Health Sciences
Research subject
Family Medicine
Identifiers
URN: urn:nbn:se:uu:diva-210295OAI: oai:DiVA.org:uu-210295DiVA: diva2:661784
Note

Opublicerat manuscript. Ingår som delarbete2 i Licentiatexamination.

Available from: 2013-11-04 Created: 2013-11-04 Last updated: 2013-11-14Bibliographically approved
In thesis
1. Online gaming in relation to negative consequences and ill health among adolescents
Open this publication in new window or tab >>Online gaming in relation to negative consequences and ill health among adolescents
2013 (English)Licentiate thesis, comprehensive summary (Other academic)
Place, publisher, year, edition, pages
Västerås: Tryckeriet Västmanlandssjukhus, 2013. 48 p.
National Category
Medical and Health Sciences
Research subject
Family Medicine
Identifiers
urn:nbn:se:uu:diva-210296 (URN)978-91-506-2376-5 (ISBN)
Presentation
2013-11-26, Mullvaden, Centrum för klinisk forskning, Västmanlandssjukhus ing.29 nb., Västerås, 13:00 (Swedish)
Supervisors
Available from: 2013-11-14 Created: 2013-11-04 Last updated: 2013-11-14Bibliographically approved

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Hellström, CharlottaÅslund, Cecilia

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