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青少年晚期玩电子游戏与焦虑:性别和社会环境的调节作用。

Video game play and anxiety during late adolescence: The moderating effects of gender and social context.

机构信息

Center for Behavioral Health, Connecticut Children's Medical Center, 282 Washington Street, Hartford, CT 06106, USA; Departments of Pediatrics and Psychiatry, University of Connecticut School of Medicine, 263 Farmington Avenue, Farmington, CT 06030, USA.

出版信息

J Affect Disord. 2018 Jan 15;226:216-219. doi: 10.1016/j.jad.2017.10.009. Epub 2017 Oct 2.

Abstract

BACKGROUND

Few studies have examined factors that moderate the relationship between playing video games and adolescent psychological adjustment. Therefore, the primary goal of this study was to examine the relationship between playing video games and anxiety symptomatology in a sample of 441 11th and 12th grade students, while considering both gender and the social context (whether they played alone or with others).

METHODS

Participants (66% non-Hispanic White) were administered a survey (including measures of technology use and anxiety symptomatology) in school at baseline and one year later.

RESULTS

Both gender and the social context moderated the relationship between playing video games and anxiety symptomatology. Boys who played video games the most had the lowest levels of anxiety, whereas girls who played video games the most had the highest levels of anxiety. This relationship was exacerbated in the context of playing with others.

LIMITATIONS

Although the study has a number of strengths including the longitudinal design and the diverse sample, the study relied on self-report data. In addition, the sample was limited to adolescents residing in the Mid-Atlantic United States. Therefore, caution should be taken in regard to generalizing the results.

CONCLUSIONS

Findings from this study underscore the need to consider both gender and the social context when examining the relationship between playing video games and adolescent psychological adjustment.

摘要

背景

很少有研究探讨过调节玩视频游戏与青少年心理适应之间关系的因素。因此,本研究的主要目的是在 441 名 11 至 12 年级学生样本中检验玩视频游戏与焦虑症状之间的关系,同时考虑性别和社会环境(是独自玩还是与他人一起玩)。

方法

参与者(66%是非西班牙裔白人)在学校基线和一年后接受了一项调查(包括技术使用和焦虑症状的测量)。

结果

性别和社会环境都调节了玩视频游戏与焦虑症状之间的关系。玩视频游戏最多的男孩焦虑程度最低,而玩视频游戏最多的女孩焦虑程度最高。这种关系在与他人一起玩的情况下更为严重。

局限性

尽管该研究具有许多优势,包括纵向设计和多样化的样本,但该研究依赖于自我报告数据。此外,样本仅限于居住在美国中大西洋地区的青少年。因此,在推广研究结果时应谨慎。

结论

本研究的结果强调了在考察玩视频游戏与青少年心理适应之间的关系时,既要考虑性别,也要考虑社会环境。

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