Smith Lisa J, Gradisar Michael, King Daniel L
1 School of Psychology, Flinders University , Adelaide, Australia .
Cyberpsychol Behav Soc Netw. 2015 May;18(5):273-9. doi: 10.1089/cyber.2014.0611.
Adolescents' video gaming is increasing at a rapid rate. Yet, little is known about what factors contribute toward more hours of gaming per week, as well as what factors may limit or protect adolescents from excessive gaming. The aim of the present study was to examine associations between adolescents' accessibility to video gaming devices, the locations played (i.e., bedroom, shared rooms), parental regulation of technology use, and the amount of hours spent video gaming during the week (weekdays vs. weekends). Adolescents (N=422; age 16.3±2.0 years, 41% male) completed an online questionnaire battery, including demographics, video gaming behaviors (e.g., hours played weekdays/weekends, time of day played, devices owned, locations played, etc.), and a questionnaire measuring aspects of parents' regulation of game playing (e.g., rules, limit setting, co-gaming). Accessibility to the adolescents' own devices, but not shared devices or device portability, was predictive of hours gaming on weekdays and weekends. Location (i.e., bedroom) was associated with increased gaming across the week. Parents discussing cybersafety was predictive of lower hours of gaming (weekdays and weekends). However, limit setting, monitoring, and co-gaming showed no significant effects. Adolescents' access to their own gaming equipped devices, as well as gaming in their bedrooms, were linked to increased hours of gaming. The findings suggest that in order to curb the increase in hours gaming, parents are advised to delay the ownership of adolescents' devices, encourage use in shared rooms, and discuss aspects of cybersafety with their teenage children.
青少年玩电子游戏的时间正在迅速增加。然而,对于哪些因素会导致每周玩游戏时间增加,以及哪些因素可能限制青少年过度玩游戏或保护他们免受过度游戏的影响,我们知之甚少。本研究的目的是探讨青少年获取电子游戏设备的机会、游戏地点(如卧室、共享房间)、父母对技术使用的监管与一周内(工作日与周末)玩电子游戏的时长之间的关联。青少年(N = 422;年龄16.3±2.0岁,41%为男性)完成了一组在线问卷,包括人口统计学信息、电子游戏行为(如工作日/周末玩游戏的时长/day played, 拥有的设备、游戏地点等),以及一份测量父母对游戏监管方面的问卷(如规则、限制设定、共同游戏)。青少年拥有自己的设备,而非共享设备或设备的便携性,可预测工作日和周末的游戏时长。游戏地点(即卧室)与一周内游戏时间的增加有关。父母讨论网络安全可预测游戏时长降低(工作日和周末)。然而,限制设定、监督和共同游戏未显示出显著影响。青少年获取自己配备游戏功能的设备,以及在卧室玩游戏,都与游戏时长增加有关。研究结果表明,为了遏制游戏时长的增加,建议父母推迟为青少年购买设备,鼓励在共享房间玩游戏,并与青少年子女讨论网络安全问题。