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dc.rights.licenseCC-BY-NC-ND
dc.contributor.advisorEijnden, R.J.J.M. van den
dc.contributor.authorDuong, Ai Linh
dc.date.accessioned2023-08-15T00:00:53Z
dc.date.available2023-08-15T00:00:53Z
dc.date.issued2023
dc.identifier.urihttps://studenttheses.uu.nl/handle/20.500.12932/44662
dc.description.abstractGaming is a popular leisure activity among youth, yet conflicting findings remain on the role of gaming in mental well-being. The present study investigated whether, and how, time spent on gaming (intensity) was linked to mental well-being outcomes in Dutch students using a mixed-method approach, and addressed the roles of problematic gaming and social relatedness. Findings of the national, cross-sectional survey of the “MMMS ” (N = 10,488) and multiple regression analyses suggested that spending more time on gaming was linked to lower outcomes of well-being in youth, even in non-problematic gamers. Furthermore, social relatedness (perceived social support and loneliness) influenced the association between intensity of gaming and mental well-being. This, however, was only present in youth who played more than 20 hours per week on average. The interviews (N = 6) proposed a complicated relationship between time spent on gaming and mental well-being, as social factors are a big motivation for youth to play games. Future interventions should therefore not focus on reducing gaming time in youth but facilitate better gaming experiences for youth by increasing awareness of behaviors as gaming still has the potential to improve mental well-being.
dc.description.sponsorshipUtrecht University
dc.language.isoEN
dc.subjectWith the use of data from the national StudentenMonitor and interviews, the thesis explored the following: "What is the association between time spent gaming and mental well-being, and how is this moderated by perceived social support and loneliness?".
dc.title"Play More, Gain More?": A Mixed-Method Study on Gaming and Student Well-Being, and the Role of Social Connectedness
dc.type.contentMaster Thesis
dc.rights.accessrightsOpen Access
dc.subject.keywordsyouth; gaming; problematic gaming; social relatedness; perceived social support; loneliness; time spent gaming; intensity
dc.subject.courseuuYouth Studies
dc.thesis.id21780


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