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Playing video games in community spaces and adolescent loneliness: a cross-sectional study
Ariadna Corbella-González1, Alicia Cal-Herrera2, Olga I Fernández-Rodríguez1
1Department of Health Sciences, INPRO, European University Miguel de Cervantes, C. del Padre Julio Chevalier, 2, Valladolid, 47012, Spain.
Background:
Loneliness is currently very prevalent among adolescents, negatively affecting their physical, mental, and social health. Playing videogames is one of the most common leisure activities, which has been associated with multiple negative and positive outcomes for mental health. Depending on their use, they can generate mental and social health benefits or lead to an addiction that disrupts daily life and affects the adolescent's mental health. Community spaces for young people create safe environments where adolescents can gain access to different meaningful leisure activities, but the association of community videogame play with feelings of loneliness has not been researched to this date. Therefore, the purpose of this study is to understand the feelings of loneliness among adolescents aged 14 to 20 who attend community spaces to play videogames.
Methods:
This descriptive cross-sectional study included adolescents aged between 14 and 20. A sociodemographic questionnaire, questions related to videogame use, and the Richaud de Minzi and Sacchi Adolescent Loneliness Scale were administered.
Results:
A total of 112 adolescents with a mean age of 18.21 years (± 1.52) were included. It was found that adolescents who played alone had a worse perception of their friendships, family ties, themselves, and their social and adaptive skills, compared to adolescents who exclusively played when accompanied.
Conclusions:
Participation in meaningful activities, such as shared videogame use within community resources, may decrease the likelihood of developing feelings of loneliness in the adolescent population.
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