March 2017 PMID 28260834

Video Gaming in a Hyperconnected World: A Cross-sectional Study of Heavy Gaming, Problematic Gaming Symptoms, and Online Socializing in Adolescents.

Michelle Colder Carras, Antonius J Van Rooij, Dike Van de Mheen, Rashelle Musci, Qian-Li Xue, Tamar Mendelson

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Mentions

30
Peak: 2 in Aug 2023
across 7 sources since Aug 2018

Extended reach

1,406
potential audience

Total likes

8

Video views

174

Mentions per month

Aug 2018 – Aug 2023

Where it's discussed

  • News17 articles
  • Blogs5 articles
  • YouTube2 videos
  • Facebook2 posts
  • Reddit2 posts
  • X / Twitter1 posts
  • Bluesky1 posts

AI synopsis

What people are saying

The discussions highlight the definitions of 'heavy play' as playing over four hours daily for most days, referencing previous research and policy implications, using precise language that suggests a moderate interest and engagement but no strong opinions on its broader impact.

AgreementNeither agree nor disagree

The discussions reference the definitions and policies related to heavy gaming, but do not strongly agree or disagree with the study's findings or implications.

InterestModerate interest

The posts show some curiosity about how 'heavy play' is defined and how it relates to policy and problematic gaming.

EngagementModerate engagement

The posts cite specific definitions and mention previous evidence, indicating a moderate level of engagement with the research details.

ImpactNeutral impact

The discussions touch on the testing of policies and definitions but do not express a view that the publication will cause significant change.

Abstract in brief

  • The study analyzed how different patterns of heavy video gaming, online social interactions, and addiction symptoms are related among adolescents, finding two main subgroups based on social activity during gaming.
  • Adolescents who engaged more in online social interactions while gaming showed fewer problematic gaming symptoms, but overall, heavy gamers tended to have more depressive symptoms.
  • Factors like friendship quality influenced mental health outcomes: friendships reduced depression in some male gamers but increased feelings of loneliness in others, highlighting the complex relationship between social behavior and gaming addiction.]

Top posts

Most liked on X and Bluesky
Leon Xiao
@LeonXiaoY · X

“Heavy play” was defined as an average of 4+ hours per day on 6+ days of the week per @peacefulbeingol, @VanRooij et al. (https://t.co/DXL6g8wbY0). This cut-off tests both 1️⃣ the policy itself and 2️⃣ potentially problematic play as defined by the previous evidence base.

Aug 10, 2023 · 2 likes · 1,230 followers View post →
Prof. Catherine Flick
@liedra.net · Bluesky

“Heavy play” was defined as an average of 4+ hours per day on 6+ days of the week per Carras, et al. (https://doi.org/10.1016/j.chb.2016.11.060).This cut-off tests both the policy itself and potentially problematic play as defined by the previous evidence base.

Aug 10, 2023 · 1 share View post →

All mentions

Prof. Catherine Flick
@liedra.net · Bluesky

“Heavy play” was defined as an average of 4+ hours per day on 6+ days of the week per Carras, et al. (https://doi.org/10.1016/j.chb.2016.11.060).This cut-off tests both the policy itself and potentially problematic play as defined by the previous evidence base.

Aug 10, 2023 · 1 share View post →
Leon Xiao
@LeonXiaoY · X

“Heavy play” was defined as an average of 4+ hours per day on 6+ days of the week per @peacefulbeingol, @VanRooij et al. (https://t.co/DXL6g8wbY0). This cut-off tests both 1️⃣ the policy itself and 2️⃣ potentially problematic play as defined by the previous evidence base.

Aug 10, 2023 · 2 likes · 1,230 followers View post →