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Accepted for/Published in: JMIR Serious Games

Date Submitted: Jul 14, 2021
Open Peer Review Period: Jul 14, 2021 - Jul 26, 2021
Date Accepted: Sep 26, 2021
(closed for review but you can still tweet)

The final, peer-reviewed published version of this preprint can be found here:

Changes in Self-Reported Web-Based Gambling Activity During the COVID-19 Pandemic: Cross-sectional Study

Claesdotter-Knutsson E, Andé F, Håkansson A

Changes in Self-Reported Web-Based Gambling Activity During the COVID-19 Pandemic: Cross-sectional Study

JMIR Serious Games 2021;9(4):e30747

DOI: 10.2196/30747

PMID: 34730540

PMCID: 8568044

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

Gaming or not gaming - a cross-sectional study focusing on young people and possible changes in gaming behaviour during the COVID-19 pandemic

  • Emma Claesdotter-Knutsson; 
  • Frida Andé; 
  • Anders Håkansson

ABSTRACT

Background:

Young people’s daily lives and social interactions changed remarkably in the COVID-19 pandemic as schools and cinemas closed, leisure activities were cancelled, and gatherings were regulated. Questions have been raised by the media, schools, policymakers and research communities about the effect on young people’s online behaviours.

Objective:

The aim of this cross-sectional study was to study self-reported changes in gaming, focusing on a young part of the population in the COVID-19 pandemic in Sweden. We also wanted to look at potential risk factors behind problematic gaming in the pandemic, including gaming patterns, gambling behaviour, psychological distress, certain sociodemographic characteristics, health factors, and school situation.

Methods:

This was an anonymous online survey study of web panel participants in Sweden (N=1,501) to study changes in gaming behaviours in the COVID-19 pandemic. Self-reported increases in gaming were analysed in logistic regressions against sociodemographic and health factors.

Results:

In the whole study population that reported changes in gaming activity we found significant differences within age, employment status, disposable income, ever played on loot boxes, spent time at home, changes in alcohol consumption, changes in exercise habits, school attendance, psychological distress, gambling and gaming problems. When examining the age group 16-24 years old that reported changes in gaming activity we found significant differences within the groups in disposable income, time at home and school attendance. When examining the age group 25-39 years old that reported changes in gaming activity we found significant differences within in employment status, disposable income, spent time at home, changes in alcohol consumption, changes in exercise habits, if the respondents are studying, school attendance, psychological distress, and gaming problems. Psychological distress (all age groups analysed together; age group 25-39 years old), drinking less alcohol (all age groups analysed together), spending more time at home (all age groups analysed together), gaming problem and exercising less (age group 25-39 years old) were positively correlated to a self-reported increase in gaming activity. Being employed (age group 25-39 years old), and being over 40 years of age (all age groups analysed together) were negatively correlated to increased gaming. We found no significant correlations in the age group 16-24 years old.

Conclusions:

The group that reported an increased gaming during the COVID-19 pandemic were more likely age 16-39 years old. In the age group 25-39 years old the increase was associated to psychological distress, reporting less exercise and being unemployed. COVID-19 may present a risk factor of increased online gaming in a small but vulnerable group. More research and preferably longitudinal studies are needed in the field of gaming and effects of the COVID-19 pandemic.


 Citation

Please cite as:

Claesdotter-Knutsson E, Andé F, Håkansson A

Changes in Self-Reported Web-Based Gambling Activity During the COVID-19 Pandemic: Cross-sectional Study

JMIR Serious Games 2021;9(4):e30747

DOI: 10.2196/30747

PMID: 34730540

PMCID: 8568044

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