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大学生电子游戏:对心理健康是风险还是韧性?

College Student Video Gaming: Risk or Resilience for Mental Health?

作者信息

Vengurlekar Ishan N, Thudi Koushik R

机构信息

Department of Educational Psychology, University of Wisconsin-Madison, Madison, WI, USA.

Department of Psychological Sciences, University of Arkansas, Fayetteville, AR, USA.

出版信息

Psychol Rep. 2025 Aug;128(4):2497-2517. doi: 10.1177/00332941231196551. Epub 2023 Aug 20.

DOI:10.1177/00332941231196551
PMID:37599388
Abstract

Video gaming has become a popular method of entertainment for college students. Previous work indicates mixed results regarding the link between video gaming and mental health outcomes. However, little research has addressed how different genres of video games might produce various mental health outcomes. The current study examined whether video game genre enjoyment moderated the links between time spent playing video games and anxiety and stress in college students. College students responded to measures assessing various components of mental health indicating their engagement with various genres of video games. Results indicated no evidence of moderation in all genres of video games. The only significant association to emerge was that of time spent playing life simulation games and anxiety. Our findings demonstrate a minimal influence of video gaming on stress and anxiety levels among college students. Discussed are rationales for the null results and future directions for video game focused research.

摘要

电子游戏已成为大学生中一种流行的娱乐方式。先前的研究表明,电子游戏与心理健康结果之间的联系存在好坏参半的结果。然而,很少有研究探讨不同类型的电子游戏如何产生不同的心理健康结果。当前的研究考察了电子游戏类型的喜好是否调节了大学生玩电子游戏的时间与焦虑和压力之间的联系。大学生对评估心理健康各个组成部分的量表做出反应,表明他们参与了各种类型的电子游戏。结果表明,在所有类型的电子游戏中均没有调节作用的证据。唯一出现的显著关联是玩生活模拟游戏的时间与焦虑之间的关联。我们的研究结果表明电子游戏对大学生压力和焦虑水平的影响微乎其微。文中讨论了零结果的理由以及针对电子游戏研究的未来方向。

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