Parental Depression and Leisure Activity Engagement on Children's Gaming Disorder: A Dyadic Study

Int J Environ Res Public Health. 2022 May 12;19(10):5880. doi: 10.3390/ijerph19105880.

Abstract

Nowadays, playing both online and offline video games is a popular leisure activity among youngsters, but excessive gaming activity engagement may lead to gaming disorder that disrupts daily functioning. Identifying risk and protective factors of this emerging problem is thus essential for devising prevention and intervention strategies. This mixed-method, cross-sectional study aimed to examine the roles of parental depressive symptoms and children's leisure activity engagement on children's gaming disorder symptoms. Furthermore, the moderating roles of risky and protective leisure activity engagement were investigated. The sample comprised 104 parent-child dyads recruited from a population-based survey (parents: Mage = 45.59 years, SD = 6.70; children: Mage = 11.26 years; SD = 4.12). As predicted, parental depressive symptoms and children's gaming activity engagement were positively associated with children's gaming disorder symptoms, whereas children's literacy activity engagement was negatively associated with these symptoms. Moreover, engagement in these two types of leisure activity moderated the association between parental depressive symptoms and children's gaming disorder symptoms in distinct manners, further indicating literacy activities as beneficial and gaming activities as risk-enhancing. These new findings imply that parental depressive symptoms and children's leisure activity engagement should be considered when designing parent-based programs for gaming disorder prevention and intervention.

Keywords: depression; excessive gaming; gaming addiction; mental health; parent-based programs; parent-child dyad.

Publication types

  • Research Support, Non-U.S. Gov't

MeSH terms

  • Behavior, Addictive* / epidemiology
  • Child
  • Cross-Sectional Studies
  • Depression / epidemiology
  • Humans
  • Leisure Activities
  • Middle Aged
  • Video Games*

Grants and funding

This research was funded by Hong Kong Research Grants Council’s General Research Fund, grant number 17400714; and the University of Hong Kong’s Seed Fund for Basic Research, grant number 201711159216.