Department of Family Medicine, Charles Drew University of Medicine and Science, Los Angeles, California, USA.
BMC Public Health. 2010 May 27;10:286. doi: 10.1186/1471-2458-10-286.
BACKGROUND: No study has ever explored the prevalence and correlates of video game playing among children in the Islamic Republic of Iran. This study describes patterns and correlates of excessive video game use in a random sample of middle-school students in Iran. Specifically, we examine the relationship between video game playing and psychological well-being, aggressive behaviors, and adolescents' perceived threat of video-computer game playing. METHODS: This cross-sectional study was performed with a random sample of 444 adolescents recruited from eight middle schools. A self-administered, anonymous questionnaire covered socio-demographics, video gaming behaviors, mental health status, self-reported aggressive behaviors, and perceived side effects of video game playing. RESULTS: Overall, participants spent an average of 6.3 hours per week playing video games. Moreover, 47% of participants reported that they had played one or more intensely violent games. Non-gamers reported suffering poorer mental health compared to excessive gamers. Both non-gamers and excessive gamers overall reported suffering poorer mental health compared to low or moderate players. Participants who initiated gaming at younger ages were more likely to score poorer in mental health measures. Participants' self-reported aggressive behaviors were associated with length of gaming. Boys, but not girls, who reported playing video games excessively showed more aggressive behaviors. A multiple binary logistic regression shows that when controlling for other variables, older students, those who perceived less serious side effects of video gaming, and those who have personal computers, were more likely to report that they had played video games excessively. CONCLUSION: Our data show a curvilinear relationship between video game playing and mental health outcomes, with "moderate" gamers faring best and "excessive" gamers showing mild increases in problematic behaviors. Interestingly, "non-gamers" clearly show the worst outcomes. Therefore, both children and parents of non-game players should be updated about the positive impact of moderate video gaming. Educational interventions should also be designed to educate adolescents and their parents of the possible harmful impact of excessive video game playing on their health and psychosocial functioning.
背景:伊朗伊斯兰共和国从未有过研究儿童玩视频游戏的流行程度和相关因素。本研究描述了伊朗随机抽取的中学生中过度玩视频游戏的模式和相关因素。具体而言,我们研究了玩视频游戏与心理健康、攻击行为以及青少年对视频游戏的感知威胁之间的关系。
方法:本横断面研究采用随机抽取的 444 名来自八所中学的青少年进行。使用自填式匿名问卷涵盖社会人口统计学、视频游戏行为、心理健康状况、自我报告的攻击行为以及对视频游戏的感知副作用。
结果:总体而言,参与者平均每周玩视频游戏 6.3 小时。此外,47%的参与者报告说他们玩过一个或多个暴力程度很高的游戏。不玩游戏的人报告说他们的心理健康状况比过度玩游戏的人差。不玩游戏的人和过度玩游戏的人整体上的心理健康状况都比低或中度玩游戏的人差。较早开始玩游戏的参与者在心理健康测量中更有可能表现不佳。参与者的攻击行为自我报告与游戏时间长短有关。报告过度玩视频游戏的男孩比女孩表现出更多的攻击行为。多元二项逻辑回归显示,在控制其他变量的情况下,年龄较大的学生、那些认为视频游戏副作用不那么严重的学生以及那些拥有个人电脑的学生更有可能报告他们过度玩游戏。
结论:我们的数据显示,视频游戏的使用与心理健康结果之间呈曲线关系,“适度”玩家表现最佳,而“过度”玩家表现出轻微增加的问题行为。有趣的是,“非玩家”的情况明显最差。因此,儿童和非玩家的父母都应该了解适度玩视频游戏的积极影响。还应该设计教育干预措施,教育青少年及其父母过度玩视频游戏对他们的健康和心理社会功能可能产生的有害影响。
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