School of Family Life, Brigham Young University, 2097 JFSB, Provo, UT 84602, USA.
J Youth Adolesc. 2010 Feb;39(2):103-13. doi: 10.1007/s10964-008-9390-8. Epub 2009 Jan 10.
The purpose of this study was to gain a clearer understanding of the pattern of video game and internet use among college students and to examine how electronic leisure was related to risk behaviors (i.e., drinking, drug use, sex), perceptions of the self (i.e., self worth and social acceptance), and relationships with others (i.e., relationship quality with parents and friends). Participants included 813 undergraduate students (500 young women, 313 young men, M age = 20, SD = 1.87) who were mainly European American (79%), unmarried (100%) and living outside their parents' home (90%). Results suggested that (a) video game use was linked to negative outcomes for men and women, (b) different patterns of video game and internet use existed for men and women and (c) there were different relations to risk behaviors, feelings about the self, and relationship quality based on the type of internet use, and based on gender. The discussion focuses on the implications of electronic leisure on the overall health and development of young people as they transition to adulthood.
本研究旨在更清楚地了解大学生玩视频游戏和上网的模式,并探讨电子娱乐如何与风险行为(如饮酒、吸毒、性行为)、自我认知(如自我价值感和社会接纳感)以及与他人的关系(如与父母和朋友的关系质量)相关。参与者包括 813 名本科生(500 名年轻女性,313 名年轻男性,平均年龄=20 岁,标准差=1.87),他们主要是欧洲裔美国人(79%)、未婚(100%)且不住在父母家(90%)。结果表明:(a)视频游戏的使用与男女的负面结果有关;(b)男女的视频游戏和上网模式存在差异;(c)基于互联网使用类型和性别,与风险行为、自我认知和关系质量存在不同的关系。讨论重点关注电子娱乐对年轻人向成年期过渡时的整体健康和发展的影响。