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Accepted for/Published in: JMIR Serious Games

Date Submitted: Mar 26, 2024
Date Accepted: May 6, 2025

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

The Positive Effect of Video-Game Play on College Students’ Anxiety and Depression Symptoms During the COVID-19 Pandemic Shelter-in-Place Lockdowns: Mixed Methods Study

Hu F, Tai Z, Liu J

The Positive Effect of Video-Game Play on College Students’ Anxiety and Depression Symptoms During the COVID-19 Pandemic Shelter-in-Place Lockdowns: Mixed Methods Study

JMIR Serious Games 2025;13:e58857

DOI: 10.2196/58857

PMID: 40446291

PMCID: 12166324

The Positive Effect of Video Game Play During COVID-19 Shelter-in-Place Lockdowns: Anxiety and Depression Symptoms Among College Students in China

  • Fengbin Hu; 
  • Zixue Tai; 
  • Jianping Liu

ABSTRACT

Background:

A small but growing body of research has been conducted pertinent to the connection between videogame play and relief from anxiety and depressive symptoms during the past COVID-19 years. Not much evidence, however, has been garnered in this area examining extremely disruptive moments such as the draconian COVID-19 lockdowns in China.

Objective:

This study investigated the therapeutic efficacy of videogames on mental disorders among Chinese college students during COVID-19 shelter-in-place lockdown mandates.

Methods:

A mixed-methods approach was adopted. The quantitative portion includes a cross-sectional survey, which involves a national sample of 2,818 (1,396 male vs 1,422 female) college students from 8 provinces spanning 16 geographic regions during extended periods of COVID-19 lockdowns in late 2021 and early 2022. The qualitative section encompasses 17 semi-structured in-depth interviews of (9 female vs 8 male) students on their experiences, perceptions and evaluations of playing videogames during these lockdown moments. Multiple regression analyses were used to examine whether demographic variables (gender and year in college), modality and content of play, and play time accounted for the outcomes of anxiety and depression. Thematic analysis of qualitative data provided additional perspectives on gaming dynamics in relation to anxiety and depression.

Results:

No significant gender effect was detected on any of the statistical models in terms of videogame outcomes on anxiety or depression. At the level of the study population, a significant difference between games and non-gamers were observed moderating anxiety (t2816=-0.42, P=0.019) but not depression symptoms (t2816=-0.12, P=0.601). Playing more online games, spending more time gaming, and increase in play time were all linked to heightened anxiety and depression symptoms. Conversely, playing with friends was connected to lowered anxiety (β=-0.05, P=0.037) and depression (β=-0.08, P=0.003) scores.

Conclusions:

The buffer effects of videogames may be the most asserting among routine players with moderate to low anxiety and depression symptoms, while excessive gaming as manifested in the overall amount of play time and the increase of time from pre- to lockdown moments may produce detrimental consequences on those struggling with high anxiety and depression. Social play was an effective mechanism in mitigating anxiety and depressive tendencies. Clinical Trial: Not Applicable


 Citation

Please cite as:

Hu F, Tai Z, Liu J

The Positive Effect of Video-Game Play on College Students’ Anxiety and Depression Symptoms During the COVID-19 Pandemic Shelter-in-Place Lockdowns: Mixed Methods Study

JMIR Serious Games 2025;13:e58857

DOI: 10.2196/58857

PMID: 40446291

PMCID: 12166324

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