Turel Ofir, Bechara Antoine
a Brain and Creativity Institute and Department of Psychology , University of Southern California , Los Angeles , California , USA.
b Department of Information Systems and Decision Sciences , College of Business and Economics, California State University , Fullerton , California , USA.
Subst Use Misuse. 2019;54(3):384-395. doi: 10.1080/10826084.2018.1496455. Epub 2019 Jan 17.
Studies have demonstrated inconsistent results regarding the association between video gaming time and substance use in teenagers. Understating intricacies of this association can help with substance use reduction in teenagers.
This study aimed to untangle this complex relationship by theorizing and examining a U-shaped association.
We analyzed two large samples (n = 7313 [52.5% female] and n = 8079 [51.6% female]) of 8th and 10th graders in the United States. Substance use was operationalized as the sum of self-reported number of lifetime use instances of 14 unprescribed substances. Video game use time (hours per week) was self-reported on a 1 (none) to 9 (40+) scale. Common covariates/risk factors were included.
Consistently across datasets, partial-correlation between squared video gaming time and substance use (r = .10, p < .001 in 2014 and r = .08, p < .001 in 2015) supported the hypothesized u-shaped association. Analysis of covariance revealed that teenagers playing video games for 1-5 h a week report on significantly fewer instances of substance use compared with non-gamers (p < .001-.007). Post hoc analyses revealed that those who play at least 30 h per week report on significantly (p < .001) more instances of substance use (3.92 in 2014 and 3.38 in 2015) compared with teenagers playing video games for 1-5 h a week (2.17 in 2015 and 1.96 in 2015).
Video gaming time and substance use follow a u-shaped association; light video gaming can be protective in terms of substance use, while too much video gaming is associated with increased substance use.
关于青少年电子游戏时长与物质使用之间的关联,研究结果并不一致。了解这种关联的复杂性有助于减少青少年的物质使用。
本研究旨在通过构建理论并检验U型关联来理清这种复杂关系。
我们分析了美国八年级和十年级学生的两个大样本(分别为n = 7313 [52.5%为女性] 和n = 8079 [51.6%为女性])。物质使用通过自我报告的14种非处方物质终生使用次数总和来衡量。电子游戏使用时间(每周小时数)通过1(无)至9(40+)的量表进行自我报告。纳入了常见的协变量/风险因素。
在各个数据集中,电子游戏时长平方与物质使用之间的偏相关性(2014年r = 0.10,p < 0.001;2015年r = 0.08,p < 0.001)支持了假设的U型关联。协方差分析显示,每周玩电子游戏1 - 5小时的青少年报告的物质使用次数明显少于不玩游戏的青少年(p < 0.001 - 0.007)。事后分析显示,与每周玩电子游戏1 - 5小时的青少年(2015年为2.17,2015年为1.96)相比,每周至少玩30小时的青少年报告的物质使用次数显著更多(2014年为3.92,2015年为3.38)(p < 0.001)。
电子游戏时长与物质使用呈U型关联;轻度电子游戏在物质使用方面可能具有保护作用,而过度玩电子游戏则与物质使用增加有关。