School of Economics, Hangzhou Dianzi University, Hangzhou 310018, China.
Stanford Center on China's Economy and Institutions, Freeman Spogli Institute of International Studies, Stanford University, Stanford, CA 94305, USA.
Int J Environ Res Public Health. 2022 Nov 10;19(22):14815. doi: 10.3390/ijerph192214815.
As digital devices like computers become more widely available in developing countries, there is a growing need to understand how the time that adolescents spend using these devices for recreational purposes such as playing video games is linked with their mental health outcomes. We measured the amount of time that adolescents in rural China spent playing video games and the association of video game time with their mental health. We collected data from primary and junior high schools in a poor, rural province in northwest China ( = 1603 students) and used the Depression, Anxiety, and Stress Scales (DASS-21) to measure mental health symptoms. The results indicated that the average video game time was about 0.69 h per week. There was a significant association between adolescent video game time and poorer mental health. Each additional hour of playing video games also increased the chance of having moderate or above symptoms. Moreover, boys and non-left-behind children had worse mental health if they played more video games. Our study contributes to literature on the links between recreational screen time and mental health, and it sheds light on an issue addressed by recent government legislation to limit the video game time of minors in China.
随着电脑等数字设备在发展中国家越来越普及,人们越来越需要了解青少年花在玩电子游戏等娱乐目的上的时间与他们的心理健康结果之间的联系。我们测量了中国农村青少年玩电子游戏的时间,并研究了玩电子游戏的时间与他们心理健康之间的关系。我们在中国西北部一个贫困农村省份的小学和初中收集了数据(=1603 名学生),并使用抑郁、焦虑和压力量表(DASS-21)来衡量心理健康症状。结果表明,青少年平均每周玩电子游戏的时间约为 0.69 小时。青少年玩电子游戏的时间与较差的心理健康之间存在显著关联。每增加一小时玩电子游戏,出现中度或以上症状的几率就会增加。此外,如果男孩和非留守儿童玩更多的电子游戏,他们的心理健康状况就会更差。我们的研究有助于了解娱乐性屏幕时间与心理健康之间的联系,并揭示了中国最近政府立法限制未成年人玩电子游戏时间的问题。