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2
Online activities, prevalence of Internet addiction and risk factors related to family and school among adolescents in China.中国青少年的网络活动、网络成瘾患病率以及与家庭和学校相关的风险因素。
Addict Behav Rep. 2017 Oct 19;7:14-18. doi: 10.1016/j.abrep.2017.10.003. eCollection 2018 Jun.
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Children, Adolescents, and the Media.儿童、青少年与媒体。
Pediatrics. 2013 Nov;132(5):958-961. doi: 10.1542/peds.2013-2656.
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Internet use and electronic gaming by children and adolescents with emotional and behavioural problems in Australia - results from the second Child and Adolescent Survey of Mental Health and Wellbeing.澳大利亚存在情绪和行为问题的儿童及青少年的互联网使用与电子游戏情况——第二次儿童与青少年心理健康及幸福状况调查结果
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Family Income and Child Cognitive and Noncognitive Development in Australia: Does Money Matter?澳大利亚的家庭收入与儿童认知和非认知发展:金钱重要吗?
Demography. 2016 Jun;53(3):597-621. doi: 10.1007/s13524-016-0466-x.
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Methodology of Young Minds Matter: The second Australian Child and Adolescent Survey of Mental Health and Wellbeing.《青少年心理重要性:第二次澳大利亚儿童与青少年心理健康与幸福状况调查》的方法学
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Virtually impossible: limiting Australian children and adolescents daily screen based media use.几乎不可能:限制澳大利亚儿童和青少年日常基于屏幕的媒体使用。
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Prevalence and correlates of video and internet gaming addiction among Hong Kong adolescents: a pilot study.香港青少年视频及网络游戏成瘾的患病率及其相关因素:一项试点研究。
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9
Video-games do not negatively impact adolescent academic performance in science, mathematics or reading.电子游戏不会对青少年在科学、数学或阅读方面的学业成绩产生负面影响。
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The impact of prolonged violent video-gaming on adolescent sleep: an experimental study.长时间暴力电子游戏对青少年睡眠的影响:一项实验研究。
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互联网使用和电子游戏对澳大利亚儿童学业成绩的影响。

Effect of internet use and electronic game-play on academic performance of Australian children.

机构信息

Centre for Health Research and School of Commerce, University of Southern Queensland, Workstation 15, Room T450, Block T, Toowoomba, QLD, 4350, Australia.

Maternal and Child Health Division, International Centre for Diarrhoeal Disease Research, Bangladesh (icddr,b), Mohakhali, Dhaka, 1212, Bangladesh.

出版信息

Sci Rep. 2020 Dec 10;10(1):21727. doi: 10.1038/s41598-020-78916-9.

DOI:10.1038/s41598-020-78916-9
PMID:33303948
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC7729852/
Abstract

This study examined the association of internet use, and electronic game-play with academic performance respectively on weekdays and weekends in Australian children. It also assessed whether addiction tendency to internet and game-play is associated with academic performance. Overall, 1704 children of 11-17-year-olds from young minds matter (YMM), a cross-sectional nationwide survey, were analysed. The generalized linear regression models adjusted for survey weights were applied to investigate the association between internet use, and electronic-gaming with academic performance (measured by NAPLAN-National standard score). About 70% of the sample spent > 2 h/day using the internet and nearly 30% played electronic-games for > 2 h/day. Internet users during weekdays (> 4 h/day) were less likely to get higher scores in reading and numeracy, and internet use on weekends (> 2-4 h/day) was positively associated with academic performance. In contrast, 16% of electronic gamers were more likely to get better reading scores on weekdays compared to those who did not. Addiction tendency to internet and electronic-gaming is found to be adversely associated with academic achievement. Further, results indicated the need for parental monitoring and/or self-regulation to limit the timing and duration of internet use/electronic-gaming to overcome the detrimental effects of internet use and electronic game-play on academic achievement.

摘要

本研究分别考察了互联网使用和电子游戏在澳大利亚儿童工作日和周末与学业成绩的关系。还评估了互联网和游戏成瘾倾向是否与学业成绩相关。本研究共分析了来自“年轻心灵 matters(YMM)”的 1704 名 11-17 岁儿童的横断面全国性调查数据。采用广义线性回归模型调整调查权重,以研究互联网使用和电子游戏与学业成绩(以 NAPLAN-国家标准分数衡量)之间的关系。大约 70%的样本每天使用互联网的时间超过 2 小时,近 30%的人每天玩电子游戏超过 2 小时。工作日上网时间超过 4 小时的互联网用户在阅读和数学方面取得高分的可能性较小,而周末上网时间超过 2-4 小时与学业成绩呈正相关。相比之下,16%的电子游戏玩家在工作日更有可能获得更好的阅读成绩,而不是那些不玩电子游戏的人。互联网和电子游戏成瘾倾向与学业成绩呈负相关。此外,结果表明需要家长监督和/或自我调节来限制上网时间/电子游戏时间,以克服互联网使用和电子游戏对学业成绩的不利影响。