Perceived Stress, Loneliness, and Resilience in Relation to Game Addiction Among Adolescents in Bangkok During the COVID-19 Pandemic Transition Period
Issued Date
2025-11-01
Resource Type
ISSN
10736077
eISSN
17446171
Scopus ID
2-s2.0-105021068113
Pubmed ID
41200867
Journal Title
Journal of Child and Adolescent Psychiatric Nursing
Volume
38
Issue
4
Rights Holder(s)
SCOPUS
Bibliographic Citation
Journal of Child and Adolescent Psychiatric Nursing Vol.38 No.4 (2025)
Suggested Citation
Attasara P., Thaweekoon T., Napa W. Perceived Stress, Loneliness, and Resilience in Relation to Game Addiction Among Adolescents in Bangkok During the COVID-19 Pandemic Transition Period. Journal of Child and Adolescent Psychiatric Nursing Vol.38 No.4 (2025). doi:10.1111/jcap.70044 Retrieved from: https://repository.li.mahidol.ac.th/handle/123456789/113135
Title
Perceived Stress, Loneliness, and Resilience in Relation to Game Addiction Among Adolescents in Bangkok During the COVID-19 Pandemic Transition Period
Author(s)
Author's Affiliation
Corresponding Author(s)
Other Contributor(s)
Abstract
Background: The COVID-19 pandemic has led to an increase in adolescent gaming due to lockdowns and the shift to online learning. Although factors linked to game addiction in adolescents before and during the pandemic have been explored, research on patterns following the easing of restrictions is limited. Purpose: This study examined the relationship between perceived stress, loneliness, resilience, and game addiction among adolescents in Bangkok during the COVID-19 pandemic transition period. Methodology: This correlational study included 346 high school students from two schools in Bangkok, Thailand, selected using a proportional stratified random sampling method. Data were collected from November to December 2022 during Thailand's reclassification of COVID-19 as a communicable disease under a surveillance system. Descriptive statistics and Spearman's correlation were used for the analysis. Results: The findings showed that 15.0% of adolescents were at risk of game addiction, with 4.4% being addicted. Most (87.3%) engaged in gaming, and 38.7% played games daily. Perceived stress (r<inf>(s)</inf> = 0.14, p = 0.01) and loneliness (r<inf>(s)</inf> = 0.25, p < 0.001) were positively correlated with game addiction, while resilience was negatively correlated (r<inf>(s)</inf>= −0.26, p < 0.001). All resilience components—“I have” (external support) (r<inf>(s)</inf> = −0.21), “I am” (inner strength) (r<inf>(s)</inf> = −0.28), and “I can” (interpersonal and problem-solving skills) (r<inf>(s)</inf>= −0.24)—were negatively correlated with game addiction (p < 0.001). Conclusions: This study identified perceived stress and loneliness as risk factors for game addiction, and resilience as a protective factor. These findings offer valuable insights for professionals, including nurses, to develop targeted prevention programs for adolescents during the pandemic transition period and in the event of future crises.
