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高中生玩电子游戏:健康相关因素、性别差异和游戏成瘾。

Video-gaming among high school students: health correlates, gender differences, and problematic gaming.

机构信息

Department of Psychology, Yale University School of Medicine, West Haven, Connecticut, USA.

出版信息

Pediatrics. 2010 Dec;126(6):e1414-24. doi: 10.1542/peds.2009-2706. Epub 2010 Nov 15.

DOI:10.1542/peds.2009-2706
PMID:21078729
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC3678538/
Abstract

OBJECTIVE

Video game playing may negatively impact youth. However, the existing literature on gaming is inconsistent and often has focused on aggression rather than the health correlates of gaming and the prevalence and correlates of problematic gaming.

METHODS

We anonymously surveyed 4028 adolescents about gaming and reported problems with gaming and other health behaviors. A total of 51.2% of the sample reported gaming (76.3% of boys and 29.2% of girls).

RESULTS

There were no negative health correlates of gaming in boys and lower odds of smoking regularly; however, girls who reported gaming were less likely to report depression and more likely to report getting into serious fights and carrying a weapon to school. Among gamers, 4.9% reported problematic gaming, defined as reporting trying to cut back, experiencing an irresistible urge to play, and experiencing a growing tension that could only be relieved by playing. Boys were more likely to report these problems (5.8%) than girls (3.0%). Correlates of problematic gaming included regular cigarette smoking, drug use, depression, and serious fights. Results suggest that gaming is largely normative in boys and not associated with many health factors. In girls, however, gaming seems to be associated with more externalizing behaviors and fewer internalizing symptoms.

CONCLUSIONS

The prevalence of problematic gaming is low but not insignificant, and problematic gaming may be contained within a larger spectrum of externalizing behaviors. More research is needed to define safe levels of gaming, refine the definition of problematic gaming, and evaluate effective prevention and intervention strategies.

摘要

目的

玩电子游戏可能会对青少年产生负面影响。然而,现有的游戏研究文献并不一致,并且通常侧重于攻击性,而不是游戏与健康的相关性,以及游戏成瘾的普遍性和相关因素。

方法

我们对 4028 名青少年进行了匿名调查,内容涉及他们玩游戏的情况以及游戏相关问题和其他健康行为。样本中共有 51.2%的人玩游戏(76.3%的男孩和 29.2%的女孩)。

结果

男孩玩游戏与健康状况无负面相关,且他们更不容易有吸烟等问题;然而,玩游戏的女孩更不容易抑郁,更有可能参与严重斗殴和携带武器上学。在玩游戏的人中,有 4.9%的人报告存在游戏成瘾问题,表现为试图减少游戏时间、无法抗拒玩游戏的冲动以及游戏带来的紧张感不断增加,只有通过玩游戏才能缓解。报告有这些问题的男孩(5.8%)比女孩(3.0%)多。游戏成瘾的相关因素包括定期吸烟、吸毒、抑郁和严重斗殴。研究结果表明,在男孩中,玩游戏基本是正常的,与许多健康因素无关。然而,在女孩中,玩游戏似乎与更多的外化行为有关,与更少的内化症状有关。

结论

游戏成瘾的比例虽然较低,但也不容忽视,并且游戏成瘾可能包含在更广泛的外化行为范围内。需要进一步研究来确定安全的游戏水平,完善游戏成瘾的定义,并评估有效的预防和干预策略。

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