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从一年到下一年:电子游戏生活方式预测青少年男孩和女孩随后的社会心理风险。

From one year to the next: Video gaming life-style predicts subsequent psychosocial risk in adolescent boys and girls.

机构信息

School of Psycho-Education, Université de Montréal, Montreal, Quebec, Canada.

Sainte-Justine's Pediatric Hospital Research Center, Université de Montréal, Montreal, Quebec, Canada.

出版信息

J Paediatr Child Health. 2022 Sep;58(9):1554-1560. doi: 10.1111/jpc.16032. Epub 2022 Jun 3.

DOI:10.1111/jpc.16032
PMID:35657173
Abstract

AIM

The ubiquitous societal presence of screens and gaming software is ever growing in popularity. However, can this recreational life-style pose risks for children's psychosocial adjustment? We thus examine associations between gaming life-style and later psychosocial development.

METHODS

The study sample originates from the 2120 boys and girls from the Quebec Longitudinal Study of Child Development birth cohort. At age 12, 625 boys and 702 girls from the original sample self-reported the number of hours engaged in video gaming per week and 1 year later, they self-reported psychosocial outcomes.

RESULTS

Among boys, higher weekly video gaming frequency at age 12 forecasted increases in subsequent reactive aggression, emotional distress and ADHD symptoms at age 13. For girls, higher weekly video gaming frequency at age 12 predicted increases in subsequent reactive aggression and ADHD symptoms at age 13. No association between video game use and emotional distress was found for girls.

CONCLUSION

In both boys and girls, a more intense video gaming life-style predicted subsequent risks for reactive aggression and ADHD symptoms, compared with their same sex counterparts reporting less intensity. For boys only, video gaming was associated with subsequent reactive emotional distress, likely due to the gender differences in violent content. Our data were collected at a time when there were less versatile screen-based technologies; therefore, our findings can be interpreted as very conservative compared to current estimates. Paediatric professionals and allied disciplines must take preventive measures to ensure that parents are aware of the risks associated with excessive use by their sons and daughters.

摘要

目的

屏幕和游戏软件在社会中的普及程度日益提高。然而,这种娱乐生活方式会给儿童的社会心理适应带来风险吗?因此,我们研究了游戏生活方式与后期社会心理发展之间的关系。

方法

研究样本来自魁北克儿童发展纵向研究的 2120 名男孩和女孩出生队列。在 12 岁时,原始样本中有 625 名男孩和 702 名女孩自我报告了每周玩视频游戏的时间,1 年后,他们自我报告了社会心理结果。

结果

在男孩中,12 岁时每周视频游戏频率较高预示着 13 岁时反应性攻击、情绪困扰和 ADHD 症状的增加。对于女孩,12 岁时每周视频游戏频率较高预示着 13 岁时反应性攻击和 ADHD 症状的增加。对于女孩,没有发现视频游戏使用与情绪困扰之间的关联。

结论

在男孩和女孩中,与报告强度较低的同性别者相比,更强烈的视频游戏生活方式预示着随后出现反应性攻击和 ADHD 症状的风险增加。对于男孩来说,只有视频游戏与随后的反应性情绪困扰有关,这可能是由于暴力内容的性别差异。我们的数据是在屏幕技术还没有那么多样化的时代收集的;因此,与目前的估计相比,我们的发现可以被解释为非常保守的。儿科专业人员和相关学科必须采取预防措施,确保家长意识到其子女过度使用这些产品所带来的风险。

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