How does neighborhood quality moderate the association between online video game play and depression
Kim, Harris Hyun-soo & Sun Joo (Grace) Ahn (2016). How does neighborhood quality moderate the association between online video game play and depression? A population-level analysis of Korean students. Cyberpsychology, Behavior, and Social Networking, 19(10), 628-634.
Abstract: The main objective of our study is to assess the relationship between playing online video games and mental wellbeing of adolescents based on a nationally representative sample. Data come from the Korean Children and Youth Panel Survey (KCYPS), a government-funded multiyear research project. Through a secondary analysis of W2 and W3 of data collected in 2011 and 2012, we examine the extent to which time spent playing online games is related to depression, as measured by a battery of items modeled after the abridged version of Center for Epidemiologic Studies Depression Scale Revised (CESD-R). For proper temporal ordering, the outcome variable is drawn from the latter wave (W3), whereas all time-lagged covariates are taken from the earlier wave (W2). Multilevel regression models show that more game playing is associated with greater depression. Findings also indicate that, net of individual-level variables (e.g., gender, health, family background), living in a community with more divorced families adds to adolescent depression. Finally, a cross-level interaction is observed: the positive association between game playing and depression is more pronounced in an area characterized by a lower aggregate divorce rate.
Mask-wearing as an Unspoken Statement of One’s Identity during the COVID-19 Pandemic
Abstract: Interpreting a facemask as an unspoken statement of one’s identity during the COVID-19 pandemic based on product symbolism theory, the present study examines the relationships among one’s trust in […]
Proposal Title: “Improving Infectious Disease Models with Longitudinal Surveys of Health Decision Making Preferences and Influences.”
Abstract: The objective of this project is to create more reliable infectious disease models that are informed by social science regarding health-related preferences, perceptions and intentions/behaviors. This project will design […]