This is the first study to explore the associations among loneliness, social isolation and game use adjusting for confounding effects of psychiatric disease in a large-scale census. Our findings differ from those of previous studies in that psychiatric disorders such as depressive disorder, anxiety disorder, or substance disorder were given consideration, and in that a large number of data was used to represent the general population [27].
When confounding variables including psychiatric diseases were corrected for, low-risk gamers showed lower scores for loneliness than non-gamers and high-risk gamers. Also, in the case of male gender, low risk-gamers showed statistically significantly lower scores for loneliness and social network. When reviewing previous study results significantly correlating social isolation with loneliness [19], our results mean that male low-risk gamers today have more social interaction, are more socially connected, and less feel lonely. This finding correlates with previous findings [11] that Internet game stimuli correlate with social stimuli in brain studies. The results of this study also corresponded with those of previous studies in that loneliness and social isolation had similar aspects and correlations but also had different characteristics. In previous studies [28], loneliness was more frequent in females, while social isolation was more frequent in males. Also, no statistically significant age difference was observed for loneliness, but social isolation was more prevalent in ages 30 ~ 44 and 60 ~ 74 [28]. In this study, different patterns of loneliness and social isolation were also observed between genders.
The study showed that female gamers showed no significant difference in loneliness and social isolation. A previous study has shown that females feel loneliness and isolation more easily than do males [29], and another study showed female are more resistant to gaming use disorder and have high resilience to game addiction [30]. A previous study found different game play styles between males and females[31], and this difference may alter the effects of game use on loneliness and social connectivity. Accordingly, that game use acts differently as a protective factor against loneliness and social isolation between male and female gamers owes to differences in how males and females experience stimuli such as loneliness, social isolation and gaming. The present study had fewer female gamer respondents than males, and further studies are needed to evaluate this finding for a sufficient number of female subjects.
A strength of the present study is that samples were collected nationwide. This is the first study to explore the relationships among loneliness, social isolation, and online game use using mental disorder data from a wide-ranging population census, and its findings may be more representative of the general population [27]. Second, given the many social changes since the COVID-19 pandemic, the topics of the present study - online games, loneliness, and social isolation – have been explored, but not enough information has been amassed thereon to date. The results of our study can be of greater significance in this aspect. Third, our results show that online gaming is associated with protection from loneliness and social isolation. This can be a meaningful finding among the social discourse with regard to the effects of online gaming [32, 33]. The findings of this investigation are consistent with recent research which suggests that use of virtual reality can positively affect emotion, and that interpersonal connections can be reinforced online [34]. Fourth, propensity score matching was conducted in our study, potentially yielding more statistically strict result with large-scale demographic data.
The present study also had several limitations. First, many recent studies studying loneliness, social isolation, and gaming use have employed different measurement tools [35–38], and many self-reported scales were revised in the process. This may lower the representativeness and validity of the present study due to methodological issues. Second, our results were drawn from a limited sample population. Whereas the sample size of the study was large, all samples were collected from South Korea. Generalizability is not warranted in different socio-demographic situations, and further studies focused on different ethnicities or nationalities are needed. Further the study being a cross-sectional observation study, interpretation of temporal relationships among the traits dealt with herein is not warranted. Therefore, longitudinal research is necessary to supplement the limitations of this study. Finally, the study population was recruited during the COVID-19 pandemic, and this may have acted as a confounding variable. Increased mental health risks such as depression, anxiety, and stress have been reported since the COVID-19 pandemic [39, 40], and negative effects of reduced physical activity and social connection on mental health after the pandemic have also been reported [41, 42].