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不良童年经历与青少年玩视频游戏时间的关联:来自 A-CHILD 研究的结果。

Association between Adverse Childhood Experiences and Time Spent Playing Video Games in Adolescents: Results from A-CHILD Study.

机构信息

Department of Global Health Promotion, Tokyo Medical and Dental University (TMDU), Bunkyo 113-8519, Japan.

Japan Society for the Promotion of Science, 5-3-1 Kojimachi, Tokyo 102-0083, Japan.

出版信息

Int J Environ Res Public Health. 2021 Oct 2;18(19):10377. doi: 10.3390/ijerph181910377.

DOI:10.3390/ijerph181910377
PMID:34639677
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8508283/
Abstract

BACKGROUND

Excessive time spent playing video games is associated with adverse health outcomes in adolescents. Although poor child-parent relationship and social relations with peers are considered as possible predictors, little is known as to whether adverse childhood experiences (ACEs) are associated with time spent playing video games. The aim is to examine the association between ACEs and time spent playing video games in adolescents.

METHODS

We used pooled data from the Adachi Child Health Impact of Living Difficulty (A-CHILD) study in 2016 and 2018, which is a population-based cross-sectional study in Adachi City, Tokyo, Japan ( = 6799, 4th, 6th, and 8th-grade students). Adolescents answered questionnaires examining the time spent playing video games, per day, on weekdays ("less than 1 h", "less than 3 h", and "more than 3 h") and ACEs (eight types).

RESULTS

The results of the ordinal logistic regression analysis showed a positive association between ACE total score and time spent playing video games after adjusting for covariates (1 ACE: OR = 1.28, 95% CI = 1.10-1.48; 2 ACEs: OR = 1.25, 95% CI = 1.06-1.48; 3 + ACEs: OR = 1.44, 95% CI = 1.14-1.82, for trend < 0.001). Regarding each type of ACE, the experiences of single parenthood, parental history of psychiatric disorders, and peer isolation were independently positively associated with time spent playing video games.

CONCLUSIONS

Health policy to address ACEs might be important to shorten the time spent playing video games.

摘要

背景

青少年过度玩电子游戏与不良健康结果有关。尽管不良的亲子关系和与同伴的社会关系被认为是可能的预测因素,但对于不良童年经历(ACEs)是否与玩电子游戏的时间有关,知之甚少。本研究旨在探讨 ACEs 与青少年玩电子游戏时间之间的关系。

方法

我们使用了 2016 年和 2018 年在日本东京足立区进行的基于人群的横断面研究——足立儿童生活困难健康影响研究(A-CHILD)的数据。青少年回答了关于玩电子游戏时间的问卷,包括每天在工作日(“少于 1 小时”、“少于 3 小时”和“多于 3 小时”)和 ACEs(八种类型)的时间。

结果

在调整了协变量后,ordinal 逻辑回归分析结果显示 ACE 总分与玩电子游戏时间之间存在正相关(1 ACE:OR=1.28,95%CI=1.10-1.48;2 ACEs:OR=1.25,95%CI=1.06-1.48;3+ ACEs:OR=1.44,95%CI=1.14-1.82,趋势<0.001)。关于每种 ACE,单亲家庭经历、父母精神病史和同伴孤立与玩电子游戏时间呈独立正相关。

结论

解决 ACEs 的健康政策可能对缩短玩电子游戏的时间很重要。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a60b/8508283/121f27b44e9b/ijerph-18-10377-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a60b/8508283/121f27b44e9b/ijerph-18-10377-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a60b/8508283/121f27b44e9b/ijerph-18-10377-g001.jpg

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