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视频游戏行为和青少年就寝时间的内在和外在预测因素:流畅状态、自我感知的冒险行为、设备可及性、媒体的父母监管与就寝时间之间的关系。

Intrinsic and extrinsic predictors of video-gaming behaviour and adolescent bedtimes: the relationship between flow states, self-perceived risk-taking, device accessibility, parental regulation of media and bedtime.

机构信息

School of Psychology, Flinders University, Adelaide, South Australia, Australia.

School of Psychology, Flinders University, Adelaide, South Australia, Australia.

出版信息

Sleep Med. 2017 Feb;30:64-70. doi: 10.1016/j.sleep.2016.01.009. Epub 2016 Mar 2.

Abstract

How computer games affect the time at which adolescents go to bed is of growing research interest; however, the intrinsic individual and extrinsic sociocultural factors mediating the relationship between gaming and sleep have received minimal attention. This paper investigates how gaming duration mediates the relationship between intrinsic factors (perception of risky events and flow) and extrinsic factors (parental regulation and media accessibility) and adolescent bedtime. Adolescents (N = 422; age = 16.3 ± 2.02 years, 41% M) from six metropolitan schools and the Flinders University completed a questionnaire battery. More flow states (r = .34, p < .01) and increased accessibility (r= .21, p < .01) significantly predicted longer gaming duration, whereas greater parental regulation (r = - .15, p < .01) predicted fewer hours spent playing video games. In addition, higher perception of the negative consequences of risk-taking (r = .14, p < .01) significantly predicted later bedtimes in adolescence. The relationship between flow and bedtime during adolescence was fully mediated by gaming duration (b = .142, p < .001), whereas the association between parental regulation and bedtime was independent of gaming duration. Flow and parental regulation of media were identified as the key points for clinical intervention to decrease the duration of gaming of adolescents, thus promoting earlier bedtimes.

摘要

电脑游戏如何影响青少年的就寝时间是一个越来越受到关注的研究课题;然而,内在的个体因素和外在的社会文化因素在游戏和睡眠之间的关系中所起的作用却很少受到关注。本文探讨了游戏时间如何在内在因素(对风险事件和流畅体验的感知)和外在因素(父母监管和媒体可及性)与青少年就寝时间之间发挥中介作用。来自六所城市学校和弗林德斯大学的 422 名青少年(年龄=16.3±2.02 岁,41%为男性)完成了一份问卷。更多的流畅体验(r=.34,p<.01)和更高的媒体可及性(r=.21,p<.01)显著预测了更长的游戏时间,而更多的父母监管(r=−.15,p<.01)则预测了青少年玩电子游戏的时间更少。此外,更高的风险行为负面后果感知(r=.14,p<.01)显著预测了青少年就寝时间更晚。在青少年时期,流畅体验与就寝时间之间的关系完全通过游戏时间来中介(b=.142,p<.001),而父母对媒体的监管与就寝时间之间的关联则独立于游戏时间。流畅体验和对媒体的父母监管被确定为临床干预的关键点,以减少青少年的游戏时间,从而促进他们更早入睡。

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