Relationship between action video games, mindfulness and fear of COVID-19 in university students

Authors

DOI:

https://doi.org/10.15448/1980-8623.2024.1.42541

Keywords:

fear of Covid-19, Mindfulness, computer games, attention

Abstract

Interaction with video games increased significantly in the COVID-19 pandemic. On the other hand, an attentional aspect that may show changes related to the amount of interaction with action video games is mindfulness. Therefore, the objective of this study was to verify a possible relationship between the use of action video games (in weekly hours), mindfulness and fear of COVID-19. To this end, players and non-players of action video games aged between 18 and 29 years (n = 384, M = 21.6, SD = 2.6) were asked to respond to the Covid Fear Scale and the Facets of Mindfulness. Results did not demonstrate a significant relationship between the use of action video games and mindfulness, but showed that action video game players were less afraid of COVID-19. It is discussed how the escapism provided by the game can partly explain a decrease in attention to information related to the disease.

Downloads

Download data is not yet available.

Author Biographies

Radael Rezende Rodrigues Junior, Federal University of Espírito Santo (UFES), Vitória, ES, Brazil.

PhD in Psychology Federal University of Espírito Santo (UFES), in Vitória, ES, Brazil; Master of Arts from the same institution.

Livia Carla de Melo Rodrigues, Federal University of Espírito Santo (UFES), Vitória, ES, Brazil.

PhD in Physiological Sciences from the Federal University of Espírito Santo (UFES), in Vitória, ES, Brazil. Associate Professor of Pharmacology at the Federal University of Espírito Santo (UFES), in Vitória, ES, Brazil.

Mariane, Federal University of Espírito Santo (UFES), Vitória, ES, Brazil.

PhD in Developmental Psychology from the Federal University of Rio Grande do Sul (UFRGS), in Porto Alegre, RS, Brazil; Master in Psychology UFRGS. Associate professor at the Department of Social and Developmental Psychology and the Postgraduate Program in Psychology at the Federal University of Espírito Santo (UFES), in Vitória, ES, Brazil.

References

Ahorsu, D. K., Lin, C.-Y., Imani, V., Saffari, M., Griffiths, M. D., & Pakpour, A. H. (2020). The fear of COVID-19 scale: development and initial validation. International journal of mental health and addiction, 1-9. https://doi.org/10.1007/s11469-020-00270-8

Baer, R. A., Smith, G. T., Hopkins, J., Krietemeyer, J., & Toney, L. (2006). Using self-report assessment methods to explore facets of mindfulness. Assessment, 13(1), 27-45. https://doi.org/10.1177/1073191105283504

Baer, R. A., Smith, G. T., Lykins, E., Button, D., Krietemeyer, J., Sauer, S., Walsh, E., Duggan, D, & Williams, J. M. G. (2008). Construct validity of the five facet mindfulness questionnaire in meditating and nonmeditating samples. Assessment, 15(3), 329-342. https://doi.org/10.1177/1073191107313003

Baiano, C., Zappullo, I., & Conson, M. (2020). Tendency to worry and fear of mental health during Italy’s COVID-19 lockdown. International journal of environmental research and public health, 17(16), 5928. https://doi.org/10.3390/ijerph17165928

Barros, V. V. D., Kozasa, E. H., Souza, I. C. W. D., & Ronzani, T. M. (2015). Validity evidence of the Brazilian version of the Five Facet Mindfulness Questionnaire (FFMQ). Psicologia: Teoria e Pesquisa, 30(3), 317-327. https://doi.org/10.1590/S0102-37722014000300009

Bediou, B., Adams, D. M., Mayer, R. E., Tipton, E., Green, C. S., & Bavelier, D. (2018). Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. Psychological Bulletin, 144(1), 77. https://doi.org/10.1037/bul0000130

Brasil. (2013). Lei nº 12.852, de 5 de agosto de 2013. Institui o Estatuto da Juventude e dispõe sobre os direitos dos jovens, os princípios e diretrizes das políticas públicas de juventude e o Sistema Nacional de Juventude - SINAJUVE. Presidência da República. https://www.planalto.gov.br/ccivil_03/_ato2011-2014/2013/lei/l12852.htm

Cardoso-Leite, P., Kludt, R., Vignola, G., Ma, W. J., Green, C. S., & Bavelier, D. (2016). Technology consumption and cognitive control: contrasting action video game experience with media multitasking. Attention, Perception & Psychophysics, 78(1), 218-241. https://doi.org/10.3758/s13414-015-0988-0

Carpenter, J. K., Conroy, K., Gomez, A. F., Curren, L. C., & Hofmann, S. G. (2019). The relationship between trait mindfulness and affective symptoms: a meta-analysis of the Five Facet Mindfulness Questionnaire (FFMQ). Clinical Psychology Review, 74. https://doi.org/10.1016/j.cpr.2019.101785

Cucinotta, D., & Vanelli, M. (2020). WHO declares COVID-19 a pandemic. Acta Bio Medica: Atenei Parmensis, 91(1), 157. https://doi.org/10.23750/abm.v91i1.9397

Deleuze, J., Maurage, P., Schimmenti, A., Nuyens, F., Melzer, A., & Billieux, J. (2019). Escaping reality through videogames is linked to an implicit preference for virtual over real-life stimuli. Journal of Affective Disorders, 245, 1024-1031. https://doi.org/10.1016/j.jad.2018.11.078

DeMedeiros, E. D., Reis, L. M., Guimarães, C. L. C., DaSilva, P. G. N., Monteiro, R. P., Coelho, G. L. H., Guimarães, C. M. C., Martins, E. R. S., & DeFrança, L. L. A. (2021). Psychometric properties of the Brazilian version of the fear of COVID-19 scale (FCV-19S). Current Psychology, 20, 1-10. https://doi.org/10.1007/s12144-021-01476-2

Faro, A., Silva, L. S, DosSantos, D. N., & Feitosa, A. L. B. (2020). Adaptação e validação da Escala de Medo da COVID-19 [Adaptation and validation of the Fear of COVID-19 Scale]. SciELO Preprints, 10. https://preprints.scielo.org/index.php/scielo/preprint/download/898/1261/1320

Gorbet, D. J., & Sergio, L. E. (2018). Move faster, think later: women who play action video games have quicker visually-guided responses with later onset visuomotor-related brain activity. PloS One, 13(1), 1-26. https://doi.org./10.1371/journal.pone.0189110

Götmann, A., & Bechtoldt, M. N. (2021). Coping with Covid-19: longitudinal analysis of coping strategies and the role of trait mindfulness in mental well-being. Personality and Individual Differences, 175, e110695. https://doi.org/10.1016/j.paid.2021.110695

Goularte, J. F., Serafim, S. D., Colombo, R., Hogg, B., Caldieraro, M. A., & Rosa, A. R. (2021). COVID-19 and mental health in Brazil: psychiatric symptoms in the general population. Journal of Psychiatric Research, 132, 32-37. https://doi.org/10.1016/j.jpsychires.2020.09.021

King, D. L., Delfabbro, P. H., Billieux, J., & Potenza, M. N. (2020). Problematic online gaming and the COVID-19 pandemic. Journal of Behavioral Addictions, 9(2), 184-186. https://doi.org/10.1556/2006.2020.00016

Király, O., Tóth, D., Urbán, R., Demetrovics, Z., & Maraz, A. (2017). Intense video gaming is not essentially problematic. Psychology of Addictive Behaviors, 31(7), 807-817. https://doi.org/10.1037/adb0000316

Ko, C. H., & Yen, J. Y. (2020). Impact of COVID-19 on gaming disorder: monitoring and prevention. Journal of Behavioral Addictions, 9(2), 187-189. https://doi.org/10.1556/2006.2020.00040

Kozhevnikov, M., Li, Y., Wong, S., Obana, T., & Amihai, I. (2018). Do enhanced states exist? Boosting cognitive capacities through an action video-game. Cognition, 173, 93-105. https://doi.org/10.1016/j.cognition.2018.01.006

Larghi, N. (2021, 23 de janeiro). Com pandemia, mercado de games cresce 140% no Brasil, aponta estudo. Valor Investe. https://valorinveste.globo.com/objetivo/gastar-bem/noticia/2021/01/23/com-pandemia-mercado-de-games-cresce-140percent-no-brasil-aponta-estudo.ghtml

Momi, D., Smerald, C., Sprugnoli, G., Ferrone, S., Rossi, S., Rossi, A., DiLorenzo, G., & Santarnecchia, E. (2018). Acute and long-lasting cortical thickness changes following intensive first-person action videogame practice. Behavioural Brain Research, 353, 62-73. https://doi.org/10.1016/j.bbr.2018.06.013

Murias, K., Kwok, K., Castillejo, A. G., Liu, I., & Iaria, G. (2016). The effects of video game use on performance in a virtual navigation task. Computers in Human Behavior, 58, 398-406. https://doi.org/10.1016/j.chb.2016.01.020

Newzoo (2020b, março). The impact of coronavirus on games and esports: our first thoughts. Recuperado em 4 março de 2021, de https://newzoo.com/news/impact-of-coronavirus-on-games-and-esports-our-first-thoughts

Qiu, N., Ma, W., Fan, X., Zhang, Y., Li, Y., Yan, Y., Zhou, Z., Li, F., Gong, D., & Yao, D. (2018). Rapid improvement in visual selective attention related to action video gaming experience. Frontiers in Human Neuroscience, 12, 47. https://doi.org/10.3389/fnhum.2018.00047

Rodrigues, E. W. (2003). Vida Adulta Jovem. Em Ferreira, B. W., Ries, B. E., dos Santos, B. S., Rodrigues, E. W., La Rosa, J., Zanella, L (Org.). (2003). Psicologia e educação: desenvolvimento humano, adolescência e vida adulta. EDIPUCRS.

Saricali, M., Satici, S. A., Satici, B., Gocet-Tekin, E., & Griffiths, M. D. (2020). Fear of COVID-19, mindfulness, humor, and hopelessness: a multiple mediation analysis. International Journal of Mental Health and Addiction, 1-14. https://doi.org/10.1007/s11469-020-00419-5

Waterschoot, J., Van der Kaap-Deeder, J., Morbée, S., Soenens, B., & Vansteenkiste, M. (2021). “How to unlock myself from boredom?” The role of mindfulness and a dual awareness-and action-oriented pathway during the COVID-19 lockdown. Personality and Individual Differences, 175, e110729. https://pesquisa.bvsalud.org/global-literature-on-novel-coronavirus-2019-ncov/resource/pt/covidwho-1071836

Yeh, C. S. H. (2015). Exploring the effects of videogame play on creativity performance and emotional responses. Computers in Human Behavior, 53, 396-407. https://doi.org/10.1016/j.chb.2015.07.024

Published

2024-03-19

How to Cite

Rezende Rodrigues Junior, R., de Melo Rodrigues, L. C., & Lima de Souza, M. (2024). Relationship between action video games, mindfulness and fear of COVID-19 in university students. Psico, 55(1), e42541. https://doi.org/10.15448/1980-8623.2024.1.42541