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Action Video Games Enhance Attentional Control and Phonological Decoding in Children with Developmental Dyslexia.动作电子游戏可增强发育性阅读障碍儿童的注意力控制和语音解码能力。
Brain Sci. 2021 Jan 29;11(2):171. doi: 10.3390/brainsci11020171.
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Active Video Games for Improving Mental Health and Physical Fitness-An Alternative for Children and Adolescents during Social Isolation: An Overview.积极的视频游戏可改善心理健康和身体健康:社交隔离期间儿童和青少年的另一种选择:概述。
Int J Environ Res Public Health. 2021 Feb 9;18(4):1641. doi: 10.3390/ijerph18041641.
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Effects of Violent Video Games on Aggressive Cognition and Aggressive Behavior.暴力视频游戏对攻击认知和攻击行为的影响。
Cyberpsychol Behav Soc Netw. 2021 Jan;24(1):5-10. doi: 10.1089/cyber.2019.0676. Epub 2020 Dec 23.
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Behavioural and Emotional Changes during COVID-19 Lockdown in an Italian Paediatric Population with Neurologic and Psychiatric Disorders.意大利患有神经和精神疾病的儿科人群在新冠疫情封锁期间的行为和情绪变化
Brain Sci. 2020 Nov 27;10(12):918. doi: 10.3390/brainsci10120918.
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Relationship of Internet Gaming Disorder with Psychopathology and Social Adaptation in Italian Young Adults.意大利青年群体中网络成瘾障碍与精神病理学和社会适应的关系。
Int J Environ Res Public Health. 2020 Nov 6;17(21):8201. doi: 10.3390/ijerph17218201.
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Depression, anxiety, and stress mediate the associations between internet gaming disorder, insomnia, and quality of life during the COVID-19 outbreak.在新冠疫情期间,抑郁、焦虑和压力介导了网络游戏障碍、失眠与生活质量之间的关联。
Addict Behav Rep. 2020 Dec;12:100307. doi: 10.1016/j.abrep.2020.100307. Epub 2020 Oct 22.
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The interplay of parenting style and family rules about video games on subsequent fighting behavior.父母教养方式和家庭关于电子游戏的规则对后续攻击行为的相互作用。
Aggress Behav. 2021 Mar;47(2):135-147. doi: 10.1002/ab.21931. Epub 2020 Oct 6.
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Effects of the video game 'Mindlight' on anxiety of children with an autism spectrum disorder: A randomized controlled trial.“Mindlight”游戏对自闭症谱系障碍儿童焦虑的影响:一项随机对照试验。
J Behav Ther Exp Psychiatry. 2020 Sep;68:101548. doi: 10.1016/j.jbtep.2020.101548. Epub 2020 Mar 3.
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Design Elements During Development of Videogame Programs for Children with Autism Spectrum Disorder: Stakeholders' Viewpoints.为自闭症谱系障碍儿童设计视频游戏程序时的设计要素:利益相关者的观点。
Games Health J. 2020 Apr;9(2):137-145. doi: 10.1089/g4h.2019.0070. Epub 2019 Nov 13.

新冠疫情期间儿童在线电子游戏的使用与焦虑

Online Videogames Use and Anxiety in Children during the COVID-19 Pandemic.

作者信息

De Pasquale Concetta, Chiappedi Matteo, Sciacca Federica, Martinelli Valentina, Hichy Zira

机构信息

Department of Education Science, University of Catania, 90124 Catania, Italy.

Developmental Psychopathology Research Unit, IRCCS Mondino Foundation, 27100 Pavia, Italy.

出版信息

Children (Basel). 2021 Mar 8;8(3):205. doi: 10.3390/children8030205.

DOI:10.3390/children8030205
PMID:33800320
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8001544/
Abstract

Videogames use has constantly increased among children and adolescents, with uncertain consequences on their health. This study aimed to assess the prevalence of videogames use and addiction in a sample of Italian children during the COVID-19 pandemic and their association with anxiety symptoms. One hundred and sixty-two children (M/F:78/84; age range: 8-10 years; average age 9.4 ± 0.7 years) completed the Videogame Addiction Scale for Children (VASC), the Test of Anxiety and Depression (TAD) and the Children's Anxiety Meter-State (CAM-S). Demographic variables and data on the access to electronic tools and games preferences were also collected. Overall, 96.3% of the study participants stated to have access to one or more device. They reported a low risk of videogame addiction (VASC score (mean ± SD): 46.7 ± 15.4), a moderate level of trait anxiety (TAD score (mean ± SD): 135 ± 16.8) and a low state anxiety (CAM-S score (mean ± SD): 2.2 ± 2.1). Males reported to spend more time on videogames, to perceive higher self-control and to be more influenced by reinforcement mechanisms; females described higher levels of trait anxiety. In the regression analysis, state anxiety was a predictor of videogame use and addiction ( = 0.01). Further research is needed to confirm these data and to maximize the developmentally positive effects of videogames and preventing the negative consequences.

摘要

电子游戏在儿童和青少年中的使用持续增加,其对健康的影响尚不确定。本研究旨在评估意大利儿童在新冠疫情期间电子游戏的使用和成瘾情况,以及它们与焦虑症状的关联。162名儿童(男/女:78/84;年龄范围:8至10岁;平均年龄9.4±0.7岁)完成了儿童电子游戏成瘾量表(VASC)、焦虑与抑郁测试(TAD)以及儿童焦虑量表-状态版(CAM-S)。还收集了人口统计学变量以及电子工具使用情况和游戏偏好的数据。总体而言,96.3%的研究参与者表示可以使用一种或多种设备。他们报告的电子游戏成瘾风险较低(VASC评分(均值±标准差):46.7±15.4),特质焦虑水平中等(TAD评分(均值±标准差):135±16.8),状态焦虑较低(CAM-S评分(均值±标准差):2.2±2.1)。男性报告花在电子游戏上的时间更多,感觉自我控制能力更强,且更容易受到强化机制的影响;女性描述的特质焦虑水平更高。在回归分析中,状态焦虑是电子游戏使用和成瘾的一个预测因素(P = 0.01)。需要进一步的研究来证实这些数据,并最大限度地发挥电子游戏的积极发展影响,防止负面后果。