Perceived Stress, Loneliness, and Resilience in Relation to Game Addiction Among Adolescents in Bangkok During the COVID-19 Pandemic Transition Period.
Prangwalai Attasara, Tusana Thaweekoon, Wilai Napa
PMID 41200867WHAT IT FOUND
Among 346 Bangkok adolescents, 15.0% were probably addicted to games and 4.4% were addicted.
Loneliness and stress scores were higher when addiction scores were higher, and resilience scores were lower.
Key findings
01Most adolescents were not addicted to games (80.6%), while 15.0% were probably addicted and 4.4% were addicted.
02Loneliness was positively correlated with game addiction (r_s 0.25), perceived stress was positively correlated (r_s 0.14), and overall resilience was negatively correlated (r_s -0.26).
03All three resilience components were negatively correlated with game addiction: external support (r_s -0.21), inner strength (r_s -0.28), and interpersonal and problem-solving skills (r_s -0.24).
STILL TO COME
How it was doneWhat they foundWhat it means for RNs
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What it does not show
The study measured stress, loneliness, resilience, and game addiction at one time, so it cannot show which factor came first or whether any caused another. All data were self-reported by adolescents using questionnaires. The analysis used 346 of 381 recruited students after incomplete questionnaires were excluded. The sample came from two Bangkok schools and grades 10 to 12, so it may not represent younger adolescents, rural areas, or other countries. The study period was a pandemic transition, not a fully post-pandemic period, so the findings may not apply to current conditions.
Declared interests
The authors declared no conflicts of interest and received no specific funding for this work.
The easy way to misread this
Do not conclude that stress or loneliness cause game addiction, or that resilience prevents it. The study measured all variables at one time and only reported correlations.