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青少年中问题性电子游戏、物质使用和心理社会问题的共病现象。

The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents.

机构信息

IVO Addiction Research Institute, Rotterdam, The Netherlands ; Erasmus MC, Rotterdam, The Netherlands.

Birmingham City University, Birmingham, UK.

出版信息

J Behav Addict. 2014 Sep;3(3):157-65. doi: 10.1556/JBA.3.2014.013. Epub 2014 Aug 26.

Abstract

AIMS

The current study explored the nature of problematic (addictive) video gaming (PVG) and the association with game type, psychosocial health, and substance use.

METHODS

Data were collected using a paper and pencil survey in the classroom setting. Three samples were aggregated to achieve a total sample of 8478 unique adolescents. Scales included measures of game use, game type, the Video game Addiction Test (VAT), depressive mood, negative self-esteem, loneliness, social anxiety, education performance, and use of cannabis, alcohol and nicotine (smoking).

RESULTS

Findings confirmed problematic gaming is most common amongst adolescent gamers who play multiplayer online games. Boys (60%) were more likely to play online games than girls (14%) and problematic gamers were more likely to be boys (5%) than girls (1%). High problematic gamers showed higher scores on depressive mood, loneliness, social anxiety, negative self-esteem, and self-reported lower school performance. Nicotine, alcohol, and cannabis using boys were almost twice more likely to report high PVG than non-users.

CONCLUSIONS

It appears that online gaming in general is not necessarily associated with problems. However, problematic gamers do seem to play online games more often, and a small subgroup of gamers - specifically boys - showed lower psychosocial functioning and lower grades. Moreover, associations with alcohol, nicotine, and cannabis use are found. It would appear that problematic gaming is an undesirable problem for a small subgroup of gamers. The findings encourage further exploration of the role of psychoactive substance use in problematic gaming.

摘要

目的

本研究旨在探讨问题性(成瘾性)视频游戏(PVG)的性质,以及其与游戏类型、心理社会健康和物质使用的关系。

方法

数据通过课堂环境中的纸笔调查收集。将三个样本合并,得到了 8478 名独特青少年的总样本。量表包括游戏使用、游戏类型、视频游戏成瘾测试(VAT)、抑郁情绪、消极自尊、孤独感、社交焦虑、教育表现以及大麻、酒精和尼古丁(吸烟)的使用情况。

结果

研究结果证实,问题性游戏在玩多人在线游戏的青少年游戏玩家中最为常见。男孩(60%)比女孩(14%)更有可能玩在线游戏,而问题性游戏玩家中男孩(5%)比女孩(1%)更有可能是问题性游戏玩家。高问题性游戏玩家在抑郁情绪、孤独感、社交焦虑、消极自尊方面的得分更高,自我报告的学习成绩也更低。使用尼古丁、酒精和大麻的男孩报告高 PVG 的可能性几乎是不使用者的两倍。

结论

似乎总体而言,在线游戏本身不一定与问题相关。然而,问题性游戏玩家似乎更频繁地玩在线游戏,而一小部分游戏玩家——特别是男孩——表现出较低的心理社会功能和较低的成绩。此外,还发现与酒精、尼古丁和大麻使用有关。似乎对于一小部分游戏玩家来说,问题性游戏是一种不受欢迎的问题。研究结果鼓励进一步探索精神活性物质使用在问题性游戏中的作用。

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