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玩电子游戏,或者电子游戏成瘾,与抑郁、学业成绩、重度间歇性饮酒或行为问题有关吗?

Is video gaming, or video game addiction, associated with depression, academic achievement, heavy episodic drinking, or conduct problems?

机构信息

Norwegian Institute for Alcohol and Drug Research, Oslo, Norway.

Department of Psychosocial Science, University of Bergen, Bergen, Norway.

出版信息

J Behav Addict. 2014 Mar;3(1):27-32. doi: 10.1556/JBA.3.2014.002. Epub 2014 Feb 3.

Abstract

BACKGROUND AND AIMS

While the relationships between video game use and negative consequences are debated, the relationships between video game addiction and negative consequences are fairly well established. However, previous studies suffer from methodological weaknesses that may have caused biased results. There is need for further investigation that benefits from the use of methods that avoid omitted variable bias.

METHODS

Two wave panel data was used from two surveys of 1,928 Norwegian adolescents aged 13 to 17 years. The surveys included measures of video game use, video game addiction, depression, heavy episodic drinking, academic achievement, and conduct problems. The data was analyzed using first-differencing, a regression method that is unbiased by time invariant individual factors.

RESULTS

Video game addiction was related to depression, lower academic achievement, and conduct problems, but time spent on video games was not related to any of the studied negative outcomes.

DISCUSSION

The findings were in line with a growing number of studies that have failed to find relationships between time spent on video games and negative outcomes. The current study is also consistent with previous studies in that video game addiction was related to other negative outcomes, but it made the added contribution that the relationships are unbiased by time invariant individual effects. However, future research should aim at establishing the temporal order of the supposed causal effects.

CONCLUSIONS

Spending time playing video games does not involve negative consequences, but adolescents who experience problems related to video games are likely to also experience problems in other facets of life.

摘要

背景与目的

虽然关于视频游戏使用与负面后果之间的关系存在争议,但视频游戏成瘾与负面后果之间的关系已经得到了很好的证实。然而,之前的研究存在方法上的弱点,这可能导致了有偏差的结果。需要进一步的研究,以受益于避免遗漏变量偏差的方法。

方法

使用了来自两次对 1928 名 13 至 17 岁挪威青少年的调查的两波面板数据。调查包括视频游戏使用、视频游戏成瘾、抑郁、重度间歇性饮酒、学业成绩和行为问题的测量。使用一阶差分(一种不受时间不变个体因素影响的回归方法)对数据进行分析。

结果

视频游戏成瘾与抑郁、学业成绩下降和行为问题有关,但玩视频游戏的时间与任何研究的负面结果都没有关系。

讨论

研究结果与越来越多的研究一致,这些研究未能发现玩视频游戏的时间与负面结果之间的关系。本研究也与之前的研究一致,即视频游戏成瘾与其他负面结果有关,但它有一个额外的贡献,即这些关系不受时间不变的个体效应的影响。然而,未来的研究应该旨在确定假定因果效应的时间顺序。

结论

玩视频游戏的时间并不会带来负面后果,但那些经历与视频游戏相关问题的青少年,也很可能在生活的其他方面遇到问题。

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