Weaver James B, Mays Darren, Sargent Weaver Stephanie, Kannenberg Wendi, Hopkins Gary L, Eroğlu Doğan, Bernhardt Jay M
National Center for Health Marketing, CDC, Atlanta GA 30333, USA.
Am J Prev Med. 2009 Oct;37(4):299-305. doi: 10.1016/j.amepre.2009.06.014.
Although considerable research suggests that health-risk factors vary as a function of video-game playing among young people, direct evidence of such linkages among adults is lacking.
The goal of this study was to distinguish adult video-game players from nonplayers on the basis of personal and environmental factors. It was hypothesized that adults who play video games, compared to nonplayers, would evidence poorer perceptions of their health, greater reliance on Internet-facilitated social support, more extensive media use, and higher BMI. It was further hypothesized that different patterns of linkages between video-game playing and health-risk factors would emerge by gender.
A cross-sectional, Internet-based survey was conducted in 2006 with a sample of adults from the Seattle-Tacoma area (n=562), examining health risks; media use behaviors and perceptions, including those related to video-game playing; and demographics. Statistical analyses conducted in 2008 to compare video-game players and nonplayers included bivariate descriptive statistics, stepwise discriminant analysis, and ANOVA.
A total of 45.1% of respondents reported playing video games. Female video-game players reported greater depression (M=1.57) and poorer health status (M=3.90) than female nonplayers (depression, M=1.13; health status, M=3.57). Male video-game players reported higher BMI (M=5.31) and more Internet use time (M=2.55) than male nonplayers (BMI, M=5.19; Internet use, M=2.36). The only determinant common to female and male video-game players was greater reliance on the Internet for social support.
A number of determinants distinguished video-game players from nonplayers, and these factors differed substantially between men and women. The data illustrate the need for further research among adults to clarify how to use digital opportunities more effectively to promote health and prevent disease.
尽管大量研究表明,健康风险因素会因年轻人玩电子游戏的情况而有所不同,但成年人中此类关联的直接证据却很缺乏。
本研究的目的是根据个人和环境因素区分成年电子游戏玩家和非玩家。研究假设,与非玩家相比,玩电子游戏的成年人健康认知较差、对互联网辅助社交支持的依赖程度更高、媒体使用更广泛且体重指数(BMI)更高。进一步假设,按性别会出现电子游戏玩法与健康风险因素之间不同的关联模式。
2006年对西雅图 - 塔科马地区的成年样本(n = 562)进行了一项基于互联网的横断面调查,调查健康风险、媒体使用行为和认知(包括与玩电子游戏相关的内容)以及人口统计学信息。2008年进行的统计分析,用于比较电子游戏玩家和非玩家,包括双变量描述性统计、逐步判别分析和方差分析。
共有45.1%的受访者表示玩电子游戏。女性电子游戏玩家比女性非玩家报告有更严重的抑郁(M = 1.57)和更差的健康状况(M = 3.90)(抑郁,M = 1.13;健康状况,M = 3.57)。男性电子游戏玩家比男性非玩家报告有更高的BMI(M = 5.31)和更多的上网时间(M = 2.55)(BMI,M = 5.19;上网,M = 2.36)。女性和男性电子游戏玩家唯一共同的决定因素是对互联网社交支持的更大依赖。
一些决定因素区分了电子游戏玩家和非玩家,而且这些因素在男性和女性之间有很大差异。数据表明需要在成年人中进一步开展研究,以阐明如何更有效地利用数字机遇来促进健康和预防疾病。