Digital gaming and students’ psychological wellbeing during the COVID-19 pandemic : an exploratory study

dc.contributor.advisorCoetzee, Nicoleen
dc.contributor.emailmelissasimonefrank@gmail.comen_US
dc.contributor.postgraduateFrank, Melissa
dc.date.accessioned2024-02-01T14:05:12Z
dc.date.available2024-02-01T14:05:12Z
dc.date.created2024-05-09
dc.date.issued2023-10-31
dc.descriptionMini Dissertation (MA (Counselling Psychology)) - University of Pretoria, 2023.en_US
dc.description.abstractThe COVID-19 pandemic had a significant effect on global wellbeing. The transition from in-person to online learning, COVID-19-related health issues, social restrictions, anxieties surrounding the wellbeing of loved ones, and uncertainty regarding the future significantly impacted the student population’s psychological wellbeing. This in turn resulted in elevated symptoms of anxiety and depression. To combat social isolation students embraced digital gaming to maintain a sense of social connection. Many of these games contain elements of violence, which have long been associated with negative psychological wellbeing. The main aim of this study was therefore to determine the effects of violent versus non-violent digital gaming on the psychological wellbeing of students following the COVID-19 lockdown. A quantitative cross-sectional design was employed for the study. A convenience sample was used, which consisted of 114 students from the University of Pretoria divided into three groups, namely violent gamers, non-violent gamers, and the control group. The participants completed an online questionnaire consisting of a biographical questionnaire; the PERMA-Profiler, which measured Positive Emotions, Engagement, Positive Relationships, Meaning and Accomplishment; and the State-Trait Personality Inventory Form Y (STPI-Y), which measured State and Trait Anxiety as well as State and Trait Depression. The results of the MANOVA, accompanied by a follow-up ANOVA indicated significant differences between the groups on the State Anxiety subscale. Lastly, a standard multiple regression analysis indicated that State Depression and Trait Depression were significant predictors of wellbeing. The results of the study indicated that engaging in gameplay resulted in higher levels of psychological wellbeing when compared to those who did not engage in gameplay during the time of the study.en_US
dc.description.availabilityUnrestricteden_US
dc.description.degreeMA (Counselling Psychology)en_US
dc.description.departmentPsychologyen_US
dc.description.facultyFaculty of Humanitiesen_US
dc.description.sdgSDG-03: Good health and well-beingen_US
dc.identifier.citation*en_US
dc.identifier.doihttps://doi.org/10.25403/UPresearchdata.25040888en_US
dc.identifier.otherA2024en_US
dc.identifier.urihttp://hdl.handle.net/2263/94233
dc.language.isoenen_US
dc.publisherUniversity of Pretoria
dc.rights© 2023 University of Pretoria. All rights reserved. The copyright in this work vests in the University of Pretoria. No part of this work may be reproduced or transmitted in any form or by any means, without the prior written permission of the University of Pretoria.
dc.subjectUCTDen_US
dc.subjectMental healthen_US
dc.subjectPsychological wellbeingen_US
dc.subjectCOVID-19en_US
dc.subjectSouth Africaen_US
dc.subjectStudentsen_US
dc.subjectAnxietyen_US
dc.subjectDepressionen_US
dc.subjectDigital gamingen_US
dc.subjectNon-violent gamesen_US
dc.subjectViolent gamesen_US
dc.subjectSDG-03: Good health and well-being
dc.subjectSustainable Development Goals (SDGs)
dc.subject.otherSDG-03: Good health and well-being
dc.subject.otherHumanities these SDG-03
dc.titleDigital gaming and students’ psychological wellbeing during the COVID-19 pandemic : an exploratory studyen_US
dc.typeMini Dissertationen_US

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