Bonnaire C, Phan O
Université Paris-Descartes, laboratoire de psychopathologie et processus de santé, institut de psychologie, Sorbonne Paris Cité, 71, avenue Édouard-Vaillant, 92100 Boulogne-Billancourt, France; Centre Pierre-Nicole, consultation jeunes consommateurs, Croix-Rouge française, 75005 Paris, France.
Centre Pierre-Nicole, consultation jeunes consommateurs, Croix-Rouge française, 75005 Paris, France; Unité Inserm 1108, maison des adolescents, 75006 Paris, France; Clinique Dupré, Fondation santé des étudiants de France, 92330 Sceaux, France.
Arch Pediatr. 2017 Jul;24(7):607-617. doi: 10.1016/j.arcped.2017.04.006. Epub 2017 Jun 7.
Given the growing use of video games and the growing number of adolescents with Internet gaming disorder (IGD), prevention in this area is necessary. The objective of this study was to investigate the use and most particularly the representations of the risks associated with the use of video games in young adolescents by comparing problematic (PGs) and nonproblematic gamers (NPGs). Gender differences were also explored. Five Parisian middle schools participated in this study and 434 adolescents (231 boys, m=13.2 years; 203 girls, m=13.1 years) answered several questions concerning videogames (including the Game Addiction Scale). Among all participants (n=434), 37 students (n=8.8%) could be considered PGs. Of these, 29 (n=78.4%) were boys. Generally, sample students' surf and play a great deal during the week: they spend an average of 2h per day playing video games and 4h per day on the Internet. The number of screens at home is significantly higher in PGs compared to NPGs, the remaining set at a high level (n>10). Most middle school students believe that time spent on video games can have an impact on physical and mental health but they have no impact on academic performance. The two types of video games responsible for problematic use were role-play games and first-person shooter games. Most negative consequences are reported more by girls than boys: eating problems (P=.037), sleep problems (P=.040), vision problems (P=.002), conflicts with parents (P<001), loss of time (P=.003), and lack of school investment (P<.001). For all participants, the main reasons for IGD were poor academic performance, lack of friends, lack of self-confidence and family problems. In NPGs, girls reported more than boys that family problems (P=.003), lack of self-confidence (P=.005) and negative self-image (P=.007) led to IGD. The three main features of the individual with IGD reported by PGs and NPGs is the failure to stop playing, playing instead of fulfilling one's obligations and doing nothing but play. Most of the respondents believed that one can be addicted to video games and that they can have an impact on physical and mental health. Adolescents are more aware of the impact gaming generates on themselves than on their relationship with the environment (school and family). These preliminary exploratory findings indicate that preventive action could be promoted for adolescents. To promote life skills, and given that girls often report more negative consequences than boys, it seems important to include these skills in prevention programs.
鉴于电子游戏的使用日益广泛,以及患有网络游戏障碍(IGD)的青少年数量不断增加,在这一领域开展预防工作很有必要。本研究的目的是通过比较有问题的游戏玩家(PGs)和无问题的游戏玩家(NPGs),调查青少年对电子游戏的使用情况,尤其是与电子游戏使用相关风险的认知。同时也探讨了性别差异。五所巴黎的中学参与了本研究,434名青少年(231名男生,平均年龄13.2岁;203名女生,平均年龄13.1岁)回答了一些关于电子游戏的问题(包括游戏成瘾量表)。在所有参与者(n = 434)中,37名学生(n = 8.8%)可被视为有问题的游戏玩家。其中,29名(n = 78.4%)是男生。一般来说,样本中的学生在一周内大量上网和玩游戏:他们平均每天花2小时玩电子游戏,4小时上网。与无问题的游戏玩家相比,有问题的游戏玩家家中的屏幕数量显著更多,其余也处于较高水平(n > 10)。大多数中学生认为花在电子游戏上的时间会对身心健康产生影响,但对学业成绩没有影响。导致有问题使用的两类电子游戏是角色扮演游戏和第一人称射击游戏。女生报告的大多数负面后果比男生更多:饮食问题(P = 0.037)、睡眠问题(P = 0.040)、视力问题(P = 0.002)、与父母的冲突(P < 0.001)、时间浪费(P = 0.003)以及缺乏对学业的投入(P < 0.001)。对于所有参与者,网络游戏障碍的主要原因是学业成绩差、缺乏朋友、缺乏自信和家庭问题。在无问题的游戏玩家中,女生比男生更多地报告家庭问题(P = 0.003)、缺乏自信(P = 0.005)和负面自我形象(P = 0.007)导致了网络游戏障碍。有问题的游戏玩家和无问题的游戏玩家报告的患有网络游戏障碍者的三个主要特征是无法停止游戏、玩游戏而不履行义务以及除了玩什么都不做。大多数受访者认为人会对电子游戏上瘾,并且它们会对身心健康产生影响。青少年更意识到游戏对自己的影响,而不是对他们与环境(学校和家庭)关系的影响。这些初步的探索性结果表明,可以为青少年推广预防行动。为了提升生活技能,鉴于女生通常比男生报告更多的负面后果,在预防项目中纳入这些技能似乎很重要。