Kim Seungyeon, Champion Katrina E, Gardner Lauren A, Teesson Maree, Newton Nicola C, Gainsbury Sally M
Brain and Mind Centre, School of Psychology, The University of Sydney, Sydney, NSW, Australia.
The Matilda Centre for Research in Mental Health and Substance Use, The University of Sydney, Sydney, NSW, Australia.
Front Psychiatry. 2022 Nov 4;13:1043490. doi: 10.3389/fpsyt.2022.1043490. eCollection 2022.
Gaming activities among adolescents have increased during the COVID-19 pandemic, bringing with it a growing concern for the potential harms of excessive gaming and its risk factors. Anxiety is frequently linked with gaming disorder, but studies investigating this association were mostly cross-sectional in design. Longitudinal studies that explore risk factors associated with gaming disorder are sparse and the trajectories of gaming disorder remain unclear. To address this paucity, the present study analyzed a large longitudinal dataset with a 12-month follow-up of 4,968 Australian adolescents (ages 13-14) during the pandemic. Logistic regression and multiple regression analyses were conducted to investigate the temporal relationships between anxiety, gaming frequency, the amount of money spent within video games, and gaming disorder. Prevalence rates for gaming disorder in adolescents aged 13 and 14 were 15 and 16%, respectively. The regression models indicated a bidirectional relationship between anxiety and gaming disorder symptoms, where higher levels of anxiety were associated with higher levels of gaming disorder 12 months later and vice versa. The study also found that the interaction between anxiety and higher gaming frequency could predict gaming disorder symptoms. Overall, the findings suggest that young adolescents may be more vulnerable to developing gaming disorder and highlight the importance of addressing the interactions between risk factors and gaming disorder in treatment approaches.
在新冠疫情期间,青少年的游戏活动有所增加,这引发了人们对过度游戏的潜在危害及其风险因素的日益关注。焦虑常常与游戏障碍相关联,但调查这种关联的研究大多采用横断面设计。探索与游戏障碍相关风险因素的纵向研究很少,且游戏障碍的发展轨迹仍不明确。为了解决这一不足,本研究分析了一个大型纵向数据集,该数据集对疫情期间4968名澳大利亚青少年(13 - 14岁)进行了为期12个月的随访。进行了逻辑回归和多元回归分析,以研究焦虑、游戏频率、在电子游戏中花费的金额与游戏障碍之间的时间关系。13岁和14岁青少年的游戏障碍患病率分别为15%和16%。回归模型表明焦虑与游戏障碍症状之间存在双向关系,即较高水平的焦虑与12个月后较高水平的游戏障碍相关,反之亦然。研究还发现,焦虑与较高的游戏频率之间的相互作用可以预测游戏障碍症状。总体而言,研究结果表明青少年可能更容易患上游戏障碍,并强调了在治疗方法中解决风险因素与游戏障碍之间相互作用的重要性。