• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

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.

DOI:10.1556/JBA.3.2014.002
PMID:25215212
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC4117274/
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。

相似文献

1
Is video gaming, or video game addiction, associated with depression, academic achievement, heavy episodic drinking, or conduct problems?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?
J Behav Addict. 2014 Mar;3(1):27-32. doi: 10.1556/JBA.3.2014.002. Epub 2014 Feb 3.
2
A brief report on the relationship between self-control, video game addiction and academic achievement in normal and ADHD students.一份关于正常学生和 ADHD 学生的自我控制、视频游戏成瘾与学业成绩之间关系的简要报告。
J Behav Addict. 2013 Dec;2(4):239-43. doi: 10.1556/JBA.2.2013.4.7. Epub 2013 Dec 13.
3
Versatility and addiction in gaming: the number of video-game genres played is associated with pathological gaming in male adolescents.游戏中的多样性与成瘾性:男性青少年玩的电子游戏类型数量与病理性游戏行为相关。
Cyberpsychol Behav Soc Netw. 2015 Feb;18(2):129-32. doi: 10.1089/cyber.2014.0342.
4
An investigation into Video Game Addiction in Pre-Adolescents and Adolescents: A Cross-Sectional Study.对青少年前期和青少年期视频游戏成瘾的调查:一项横断面研究。
Medicina (Kaunas). 2020 May 6;56(5):221. doi: 10.3390/medicina56050221.
5
The Prevalence of Video Game Addiction and Its Relation to Anxiety, Depression, and Attention Deficit Hyperactivity Disorder (ADHD) in Children and Adolescents in Saudi Arabia: A Cross-Sectional Study.沙特阿拉伯儿童和青少年中电子游戏成瘾的患病率及其与焦虑、抑郁和注意力缺陷多动障碍(ADHD)的关系:一项横断面研究。
Cureus. 2023 Aug 4;15(8):e42957. doi: 10.7759/cureus.42957. eCollection 2023 Aug.
6
[Negative perceptions of the risks associated with gaming in young adolescents: An exploratory study to help thinking about a prevention program].[青少年对游戏相关风险的负面认知:一项有助于思考预防计划的探索性研究]
Arch Pediatr. 2017 Jul;24(7):607-617. doi: 10.1016/j.arcped.2017.04.006. Epub 2017 Jun 7.
7
An Overview of Structural Characteristics in Problematic Video Game Playing.问题性电子游戏行为的结构特征概述。
Curr Addict Rep. 2017;4(3):272-283. doi: 10.1007/s40429-017-0162-y. Epub 2017 Jul 13.
8
Reliability and Validity of the Behavioral Addiction Measure for Video Gaming.视频游戏行为成瘾量表的信度与效度
Cyberpsychol Behav Soc Netw. 2016 Jan;19(1):43-8. doi: 10.1089/cyber.2015.0390. Epub 2015 Dec 31.
9
Correlates of video games playing among adolescents in an Islamic country.伊斯兰国家青少年玩视频游戏的相关因素。
BMC Public Health. 2010 May 27;10:286. doi: 10.1186/1471-2458-10-286.
10
A Cross-Lagged Study of Developmental Trajectories of Video Game Engagement, Addiction, and Mental Health.一项关于电子游戏参与度、成瘾性和心理健康发展轨迹的交叉滞后研究。
Front Psychol. 2018 Nov 21;9:2239. doi: 10.3389/fpsyg.2018.02239. eCollection 2018.

引用本文的文献

1
Psychopathology and Gaming Disorder in Adolescents.青少年的精神病理学与游戏障碍
JAMA Netw Open. 2025 Jul 1;8(7):e2528532. doi: 10.1001/jamanetworkopen.2025.28532.
2
The mediation role of low social-connectedness in association of internet gaming disorder and anger among adolescents: a multi-centre, large-sample and cross-sectional study.低社会联结在青少年网络游戏障碍与愤怒关联中的中介作用:一项多中心、大样本横断面研究
BMC Public Health. 2025 May 29;25(1):1983. doi: 10.1186/s12889-025-23142-z.
3
Addiction profile is associated with suicidal behavior and repetition of non-suicidal self injury: a latent profile analysis study in a schooled adolescents.成瘾特征与自杀行为及非自杀性自伤的反复发生相关:一项针对在校青少年的潜在类别分析研究
Eur Child Adolesc Psychiatry. 2025 Apr 29. doi: 10.1007/s00787-025-02712-x.
4
The temporal stability of problematic gaming and gaming disorder: A systematic review and meta-analysis.问题游戏及游戏障碍的时间稳定性:一项系统评价与荟萃分析。
Addict Behav Rep. 2025 Feb 22;21:100592. doi: 10.1016/j.abrep.2025.100592. eCollection 2025 Jun.
5
Impaired sleep quality mediates the relationship between internet gaming disorder and conduct problems among adolescents: a three-wave longitudinal study.睡眠质量受损介导青少年网络成瘾障碍与行为问题之间的关系:一项三波纵向研究。
Child Adolesc Psychiatry Ment Health. 2025 Mar 21;19(1):26. doi: 10.1186/s13034-025-00889-2.
6
A meta-analysis of the impact of technology related factors on students' academic performance.技术相关因素对学生学业成绩影响的荟萃分析。
Front Psychol. 2025 Feb 21;16:1524645. doi: 10.3389/fpsyg.2025.1524645. eCollection 2025.
7
Do Boys and Girls Display Different Levels of Depression in Response to Mobile Phone Addiction? Examining the Longitudinal Effects of Four Types of Mobile Phone Addiction.男孩和女孩对手机成瘾的抑郁水平是否不同?探究四种类型手机成瘾的纵向影响。
Psychol Res Behav Manag. 2024 Dec 18;17:4315-4329. doi: 10.2147/PRBM.S487298. eCollection 2024.
8
Who has the greatest influence on adolescent gaming disorder: parents, teachers, or peers? An interpersonal relationships network model of gaming disorder.对青少年游戏障碍影响最大的是谁:父母、教师还是同龄人?游戏障碍的人际关系网络模型。
Front Psychiatry. 2024 Oct 7;15:1419014. doi: 10.3389/fpsyt.2024.1419014. eCollection 2024.
9
Depressive symptoms, conduct problems and alcohol use from age 13 to 19 in Norway: evidence from the MyLife longitudinal study.挪威13至19岁青少年的抑郁症状、行为问题及酒精使用情况:来自“我的生活”纵向研究的证据
Child Adolesc Psychiatry Ment Health. 2024 Oct 9;18(1):127. doi: 10.1186/s13034-024-00824-x.
10
Internet gaming disorder and risky behaviours among Czech adolescents: A nationally representative study.互联网游戏障碍与捷克青少年的风险行为:一项全国代表性研究。
J Behav Addict. 2024 Sep 12;13(3):742-750. doi: 10.1556/2006.2024.00045. Print 2024 Oct 4.

本文引用的文献

1
Toward a consensus definition of pathological video-gaming: a systematic review of psychometric assessment tools.病理性电子游戏行为的共识定义:心理计量评估工具的系统综述
Clin Psychol Rev. 2013 Apr;33(3):331-42. doi: 10.1016/j.cpr.2013.01.002. Epub 2013 Jan 12.
2
Problematic computer game use among adolescents, younger and older adults.青少年、年轻成年人和年长成年人的问题性电脑游戏使用。
Addiction. 2013 Mar;108(3):592-9. doi: 10.1111/add.12016. Epub 2012 Nov 19.
3
A longitudinal test of video game violence influences on dating and aggression: a 3-year longitudinal study of adolescents.一项关于电子游戏暴力影响约会和攻击行为的纵向测试:对青少年的一项为期 3 年的纵向研究。
J Psychiatr Res. 2012 Feb;46(2):141-6. doi: 10.1016/j.jpsychires.2011.10.014. Epub 2011 Nov 17.
4
Playing video games while using or feeling the effects of substances: associations with substance use problems.玩电子游戏时使用或感受到物质的影响:与物质使用问题的关联。
Int J Environ Res Public Health. 2011 Oct;8(10):3979-98. doi: 10.3390/ijerph8103979. Epub 2011 Oct 18.
5
A meta-analysis of pathological gaming prevalence and comorbidity with mental health, academic and social problems.病理性游戏患病率及其与心理健康、学业和社交问题共病的荟萃分析。
J Psychiatr Res. 2011 Dec;45(12):1573-8. doi: 10.1016/j.jpsychires.2011.09.005. Epub 2011 Sep 16.
6
Problematic video game use: estimated prevalence and associations with mental and physical health.问题性游戏使用:预估流行率与心理健康和身体健康的关联。
Cyberpsychol Behav Soc Netw. 2011 Oct;14(10):591-6. doi: 10.1089/cyber.2010.0260. Epub 2011 Feb 22.
7
Pathological video game use among youths: a two-year longitudinal study.青少年病理性电子游戏使用:一项为期两年的纵向研究。
Pediatrics. 2011 Feb;127(2):e319-29. doi: 10.1542/peds.2010-1353. Epub 2011 Jan 17.
8
Video-gaming among high school students: health correlates, gender differences, and problematic gaming.高中生玩电子游戏:健康相关因素、性别差异和游戏成瘾。
Pediatrics. 2010 Dec;126(6):e1414-24. doi: 10.1542/peds.2009-2706. Epub 2010 Nov 15.
9
Alcohol, suppressed anger and violence.酒精、压抑的愤怒和暴力。
Addiction. 2010 Sep;105(9):1580-6. doi: 10.1111/j.1360-0443.2010.02997.x. Epub 2010 Jun 21.
10
Prevalence and risk factors of video game dependency in adolescence: results of a German nationwide survey.青少年视频游戏成瘾的流行率和风险因素:一项德国全国性调查的结果。
Cyberpsychol Behav Soc Netw. 2010 Jun;13(3):269-77. doi: 10.1089/cyber.2009.0227.