The correlation of time spent playing online games, the intensity of kinesiological activity and the seat habits of students during the COVID-19 pandemic

Abstract

Velike promjene koje je u živote mladih koji čine studentsku populaciju, unijela pandemija COVID-19 vidljive su i na izmijenjenom načinu provođenja njihovog slobodnog vremena, rastućem trendu sjedalačkih navika potaknutim povećanim udjelom vremena provedenog pred ekranima, odnosno u igranju online igara. Brojni autori su u zadnjem desetljeću putem različitih upitnika nastojali istražiti učestalost i vrijeme igranja online igara te njegov utjecaj na psihofizičko stanje ljudi. Nakon što je APA (American Psychiatric Association) 2013. godine definirala pojam IGD (Internet Gaming Disorder) kao poremećaj igranja te ga uvrstila u DSM-5 (Diagnostic and Statistical Manual of Mental Disorders), Király i sur. su 2017. konstruirali IGDT-10 (Ten Item Internet Gaming Disorder Test), kratki psihometrijski instrument koji je u statističkim analizama pokazao svoju valjanost i pouzdanost za procjenu IGD-a kako je predloženo u DSM-5. Primarni cilj ovog istraživanja bio je istražiti povezanost vremena provedenog u igranju online igara s kineziološkim aktivnostima. Uzorak ispitanika u istraživanju činilo je 1000 studenata Sveučilišta u Zagrebu (M=480 i Ž=520). Prikupljanje podataka provedeno je online anonimnim upitnikom sastavljenim od upitnika Ten-item Internet Gaming Disorder Test (IGDT-10), International Physical Activity Questionnaire (IPAQ-SF) i Upitnik dosadašnjeg angažmana u kineziološkim aktivnostima (KINAKT). Za obradu podataka koristio se programski paket SPSS (inačica 26.0, SPSS Inc., Chicago, IL, SAD). Za sve varijable izračunati su deskriptivni parametri izraženi putem frekvencija i postotaka, aritmetičkih sredina i standardnih devijacija. Korištene su univarijantne i multivarijantne metode, korelacijska analiza i multipla linearna regresija. Za provjeru razlika s obzirom na sociodemografske pokazatelje korišten je Kruskal-Wallis H test, a za testiranje razlika kod nezavisnih varijabli s dvije razine (razina kineziološke aktivnosti, vrijeme igranja, godina studija), korištena je neparametrijska zamjena za t-test (Mann-Whitney U test). Rezultati su pokazali da su sve vrijednosti tjelesne aktivnosti negativno povezane s vremenom igranja online igara, pa se može zaključiti da se sa češćim i dužim igranjem online igara vrijednosti u tjelesnoj aktivnosti smanjuju. Također, pokazalo se da je ukupno tjedno sjedenje u statistički značajnoj pozitivnoj korelaciji s učestalošću igranja online igara, temeljem čega možemo utvrditi da češće i duže igranje online igara povećava učestalost i vrijeme provedeno u sjedenju, čime se tjelesna aktivnost smanjuje. Zaključno, rezultati pokazuju kako se studenti sve manje uključuju u bilo kakav oblik kinezioloških aktivnosti, previše vremena provode sjedeći, na internetu ili u sve učestalijem igranju online igara što dovodi do povećanog rizika od IGD-a.The major changes that the COVID-19 pandemic has brought into the lives of the student population are also visible in the altered way in which students spend their free time, the growing trend of sedentary habits prompted by an increased time spent in front of the screen, i.e. playing online games. Over the last decade, numerous authors have tried to explore the frequency and time spent playing online games and their impact on the psychophysical condition of people by means of various questionnaires. After the American Psychiatric Association (APA) defined the term IGD (Internet Gaming Disorder) as a gaming disorder in 2013. and included it in the DSM-5 (Diagnostic and Statistical Manual of Mental Disorders), in 2017 Király et al. constructed their Ten Item Internet Gaming Disorder Test (IGDT-10), a short psychometric instrument that showed in statistical analyses its validity and reliability for the evaluation of IGD as proposed in the DSM-5. The primary goal of this study was to investigate the association of time spent playing online games with kinesiological activities. The sample of the subjects in the study consisted of 1000 students of the University of Zagreb (M=480 and F=520). The data collection was carried out online by an anonymous questionnaire comprised of the Ten-item Internet Gaming Disorder Test (IGDT-10), International Physical Activity Questionnaire (IPAQ-SF) and Previous engagement in kinesiological activities Questionnaire (KINAKT). The SPSS software package (version 26.0, SPSS Inc., Chicago, IL, USA) was used to process the data. For all variables, descriptive parameters expressed through frequencies and percentages, arithmetic mean and standard deviations were calculated. Univariate and multivariate methods, correlation analysis and multiple linear regression were used. To check differences with regard to sociodemographic indicators, the Kruskal-Wallis H test was used, and to test differences in independent variables with two level (level of kinesiological activity, playing time, year of study), a nonparametric replacement for a t-test (Mann- Whitney U test) was used. The results showed that all the values indicating physical activity are negatively related to the time spent playing online games, so it can be concluded that with more frequent and longer playing of online games, values indicating physical activity decrease. Also, a statistically significant positive correlation was established between the total weekly sitting time and the frequency of playing online games, so it can be concluded that more frequent and extended playing of online games increases the time spent sitting and its frequency, thereby reducing physical activity. In conclusion, the results suggest that students are becoming less and less involved in any form of kinesiological activities, spending too much time sitting, on the internet or playing online games more frequently, which results in an increased risk of IGD

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