年轻男性中电子游戏玩法、肥胖与心理社会功能之间的关系。

Relationships between electronic game play, obesity, and psychosocial functioning in young men.

作者信息

Wack Elizabeth, Tantleff-Dunn Stacey

机构信息

Department of Psychology, University of Central Florida, Orlando, Florida 32816, USA.

出版信息

Cyberpsychol Behav. 2009 Apr;12(2):241-4. doi: 10.1089/cpb.2008.0151.

Abstract

Most estimates suggest that American youth are spending a large amount of time playing video and computer games, spurring researchers to examine the impact this media has on various aspects of health and psychosocial functioning. The current study investigated relationships between frequency of electronic game play and obesity, the social/emotional context of electronic game play, and academic performance among 219 college-aged males. Current game players reported a weekly average of 9.73 hours of game play, with almost 10% of current players reporting an average of 35 hours of play per week. Results indicated that frequency of play was not significantly related to body mass index or grade point average. However, there was a significant positive correlation between frequency of play and self-reported frequency of playing when bored, lonely, or stressed. As opposed to the general conception of electronic gaming as detrimental to functioning, the results suggest that gaming among college-aged men may provide a healthy source of socialization, relaxation, and coping.

摘要

大多数估计表明,美国青少年花大量时间玩电子游戏和电脑游戏,这促使研究人员去研究这种媒体对健康和心理社会功能各个方面的影响。当前的研究调查了219名大学年龄男性的电子游戏玩频与肥胖、电子游戏玩时的社会/情感背景以及学业成绩之间的关系。当前的游戏玩家报告称每周平均玩游戏9.73小时,近10%的当前玩家报告平均每周玩35小时。结果表明,玩频与体重指数或平均绩点没有显著关系。然而,玩频与无聊、孤独或压力大时自我报告的玩频之间存在显著正相关。与电子游戏对功能有不利影响的一般观念相反,结果表明,大学年龄男性玩游戏可能提供一种健康的社交、放松和应对方式。

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