
Editorial
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During the initial phases of the COVID-19 pandemic, playing video games has been much more than just a pastime. Studies suggested that video games for many individuals have helped to cope with such difficult life experience. However, other research indicates that gaming may have had harmful effects. Within this context, this systematic review aimed to describe the literature on the effects of video games during the early stages of the COVID-19 crisis on stress, anxiety, depression, loneliness, and gaming disorder (GD), examining the study characteristics and outcomes. A systematic search of the literature was made following the Preferred Reporting Items for Systematic Reviews and Meta-Analysis guidelines. It was preregistered in the International Platform of Registered Systematic Review and Meta-Analysis Protocols (INPLASY)—INPLASY202180053. The search databases were PsycINFO, Web of Science, and Medline. The search string was: [(“video game*”) OR (“computer game*”) OR (“gaming”)] AND [(“COVID-19”)]. Twenty-four studies met the inclusion criteria. Four research explored the effects of playing video games during the COVID-19 pandemic on stress, anxiety, and depression. Four studies investigated loneliness, while 18 research investigated game disorder. Video games, especially augmented reality and online multiplayer ones, mitigated stress, anxiety, depression, and loneliness among adolescents and young adults during stay-at-home restrictions. However, in the case of at-risk individuals (i.e., particularly male youths), playing video games had detrimental effects.
Major technology companies are investing significant sums of money in the creation of the metaverse whose main feature will be the fusion between the virtual world and the physical world. To allow this possibility is one of the less obvious features of the metaverse: the metaverse works like our minds. This ability makes the metaverse a significantly different technology from its predecessors. If television and social media are persuasive technologies, because of their ability to influence people's attitudes and behaviors, the metaverse is instead a transformative technology, capable of modifying what people think reality is. To achieve this goal, the technologies of the metaverse hack different key cognitive mechanisms: the experience of being in a place and in a body, the processes of brain-to-brain attunement and synchrony, and the ability of experiencing and inducing emotions. Clearly, these possibilities define totally new scenarios with positive and negative outcomes. Educating ourselves as to its promise, and the challenges it may present, is a necessity. This requires a “humane,” integrated, and multidisciplinary approach, with stakeholders at the supranational level joining in the conversation.
The current study aimed to identify specific feedback mechanics and psychological processes that may contribute to positive outcomes in biofeedback applications for anxiety regulation. Specifically, using a dismantling study design, the unique impact of visualizations that directly mirror users' breathing was examined in relation to anxiety regulation as well as locus of control and self-efficacy. Following an anxiety induction, participants (
The long-term uncertainty and persistence of isolation caused by the COVID-19 pandemic created prolonged emotional distress individually and collectively. As the pandemic progressed, the dynamic ride of emotional experience was expressed live and shared online, particularly on social media. In this study, we collected posted messages on Twitter for a longitudinal investigation to determine how emotional experiences changed over time during the pandemic. In total, we analyzed 41,868,013 COVID-19-related tweets in English posted from January 21 to July 31, 2020. Using a stage model, the results demonstrated that there were three stages during the pandemic characterized by distinct emotional changes. The first stage features high anxiety and negative emotions compared with the other stages, possibly due to the lack of information about the disease. The second stage shows the dynamic ride of all emotions and an increase in negative emotions (particularly anger) as the COVID-19 pandemic proceeds. In the third stage, most emotions are stabilized, except for depression, despite the protracted pandemic.
Research assessing online trolling—a behavior designed to trigger or antagonize other users for entertainment—has largely focused on identifying individual differences that underlie the behavior. Less attention has been given to how situational factors influence trolling, such as the disinhibiting effects of anonymity. In this study, we evaluated the roles of both individual differences and levels of anonymity in online trolling. We assessed these through experimentation, a relatively novel approach in trolling research. Australian undergraduate students (
Despite widespread interest in social media use, little is known about the heterogeneity of underlying motivations for online engagement among at-risk adolescents. This study adopted a mixed-methods approach to evaluate the motives of online expression among Hong Kong youths aged 15–19, as well as their relationships to online help-seeking willingness and suicide risks. In total, 6 focus groups and 12 individual interviews were conducted (
Studies have demonstrated that a prolonged feeling of loneliness is a major risk factor for psychopathology among children and adolescents. The purpose of this study was to evaluate the association between patterns of social media use with loneliness and psychopathology among 65 adolescents who were diagnosed with psychiatric disorders and treated at a psychiatric outpatient clinic in Israel. Social capital (online and offline) was negatively associated with loneliness. There was no association between loneliness and patterns of social media use, age, gender, psychiatric diagnosis, or disease severity. Our findings indicate that both online and offline social capital are associated with loneliness, and highlight the importance of studying the effect of peer online social support in alleviating loneliness.
The use of digital technology for educational and recreational purposes among adolescents has drastically increased during the COVID-19 pandemic. However, the prolonged isolation and excessive screen time of the social media platforms might lead to mental health issues, particularly the fear of missing out (FOMO). Thus, this study is aimed at exploring the adolescent's screen time and its contribution to FOMO. This study employed a qualitative method using semi-structured interviews with 30 selected adolescents. The data were collected during the third peak of the pandemic period in Malaysia, between the 11th of April 2021 and the 1st of July 2021. The results revealed that there were four issues related to the FOMO: loneliness, life satisfaction, self-disclosures, and social comparison. In short, self-regulation and awareness on the effects of long screen time need to be instilled among the adolescents during the pandemic. Also, it is pivotal to address the psychological needs, such as healthy social interactions in ensuring the adolescents are not inclined toward FOMO.
