relationship between online social needs,
interpersonal competence, and gaming addiction
(Bhagat et al., 2019). The research methods employed
included a pre- and post-test experimental design (Li
et al., 2013), latent category analysis (Michelle
Colder Carras et al., 2016), a literature review
(Muhannad Quwaider et al., 2019), and linear
regression. A comparison of the results of Chinese
research with those of foreign research on the impact
of video game social activities reveals that the former
is more in-depth. Foreign research includes studies of
the specific manifestations of the impact of video
game social activities on the audience, as well as the
way in which video game social activities affect the
audience. The extant literature on this topic can be
broadly categorised into two distinct points of view.
Video game social activities enhance audience's
real-life social competence by enhancing teamwork
skills and fostering instant communication skills.
For example, Ryan Perry et al. (2018) found that
social interactions in online multiplayer video games,
such as playing with real-life friends, online-only
friends, and strangers, promote social capital building
and enhance teamwork skills. Online role-playing
games (RPGs) and massively multiplayer online
games (MMOs) are typical examples of this. David et
al. (2020) highlighted that online games provide
players with opportunities to interact with others,
promoting co-operation and social support, which
enhances real-life communication skills.
Secondly, video game socialisation has been
demonstrated to engender heightened psychological
stress and anxiety (Jones et al., 2020). However, the
social features of video games have been shown to
have a mitigating effect on loneliness and to enhance
social support among their users (Smith et al., 2021).
Michelle Colder Carras et al. (2017) found that
excessive gaming and problematic gaming symptoms
were associated with increased depressive symptoms
and social anxiety in adolescents. Conversely, Li et
al. (2013) reported that online social network-based
video games were effective in increasing mental
health literacy and providing emotional support to
reduce loneliness.
Despite the existence of a substantial corpus of
academic research, the extant literature is subject to a
number of limitations. These limitations can be
enumerated as follows:
Firstly, the samples were not sufficiently
representative. A preponderance of Chinese and
international studies is afflicted by diminutive sample
sizes and homogenous groups (e.g., specific ages,
game types, or cultural backgrounds), which
compromise the generalisability of the findings.
The study's methodological framework exhibits
several shortcomings, including an overreliance on
cross-sectional designs and self-reported data.
Additionally, there is a lack of causal validation,
stemming from the amalgamation of mixed-methods
(quantitative and qualitative) approaches. This
integration gives rise to conclusions that are
potentially one-sided and susceptible to bias.
In the context of the temporal dimension, the
prevailing nature of studies is that of a relatively brief
duration, thereby resulting in a paucity of long-term
follow-up. Consequently, the dynamic relationship
between gaming behaviours and mental health, as
well as the long-term effects thereof, remains
challenging to reveal.
This study adopts a multi-method approach,
incorporating a questionnaire survey, SPSS
correlation analysis and a literature review. This
strategy is employed to address the limitations of
previous studies, which were hindered by small
sample sizes and insufficient universality. The
combination of diverse methods is intended to
prevent one-sided conclusions, while the integration
of previous studies' results with current data aims to
extend the study's time span, thereby enhancing the
study's credibility.
3 ANALYSIS OF
QUESTIONNAIRES
3.1 Descriptive Statistical Analyses
As demonstrated in Table 1, the sample comprised
406 respondents, of which 217 (53.4 per cent) were
male and 191 (47.0 per cent) were female. This
finding suggests a marginal overrepresentation of
males within the survey sample compared to females.
The age classes of the surveyed groups were
distributed evenly, with a relatively large number of
respondents aged 35-44, constituting 133 or 32.6 per
cent of the total. The distribution of the sample size
across all age groups was found to be uniform, with a
notable predominance of individuals in the middle-
aged category (35-44 years old). Among the
respondents, 91 were students by occupation,
accounting for 22.3 per cent of the total. Furthermore,
142 individuals, constituting 34.8 per cent of the total,
were office workers, while 111 people, amounting to
27.2 per cent of the total, were freelancers, with no
fixed place or time of work. This distribution is
logical, considering that office workers and