Zhang Mengmeng, Nie Qian, Ye Wenting, Wang Yifan, Yang Zhiwei, Teng Zhaojun
Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China.
J Youth Adolesc. 2025 Feb;54(2):426-438. doi: 10.1007/s10964-024-02068-6. Epub 2024 Aug 12.
Although previous studies have shown a close relationship between gaming disorder and depressive symptoms, few have measured normal videogame use, symptoms of gaming disorder, and depressive symptoms concurrently. The longitudinal dynamics between these variables remain unclear. This study used two demographic cohorts to examine the longitudinal relationship between gaming and depressive symptoms: children (n = 1513, 46.9% girls, M ± SD = 9.63 ± 0.58 years) and adolescents (n = 1757, 48.5% girls, M ± SD = 12.55 ± 0.70 years). Random intercept cross-lagged panel models (RI-CLPMs) were employed to distinguish between within- and between-person levels of gaming and depressive symptoms. The RI-CLPM results showed a stable link between symptoms of gaming disorder and depression at the between-person level for both children and adolescents. At the within-person level, among children, depressive symptoms positively predicted subsequent gaming disorder symptoms, but gaming disorder symptoms were not a significant predictor of depressive symptoms at this level. Among adolescents, there was no significant cross-lagged effect between symptoms of gaming disorder and depression at the within-person level. Additionally, there was no significant cross-lagged effect between normal videogame use and depressive symptoms in either cohort. These results highlight the different effects of normal videogame use and gaming disorder symptoms associated with depressive symptoms. The different effects on children and adolescents underscore the importance of considering the different developmental stages in the study of gaming and mental health outcomes.
尽管先前的研究表明游戏障碍与抑郁症状之间存在密切关系,但很少有研究同时测量正常的电子游戏使用情况、游戏障碍症状和抑郁症状。这些变量之间的纵向动态关系仍不清楚。本研究使用了两个人口队列来检验游戏与抑郁症状之间的纵向关系:儿童(n = 1513,46.9%为女孩,M±SD = 9.63±0.58岁)和青少年(n = 1757,48.5%为女孩,M±SD = 12.55±0.70岁)。采用随机截距交叉滞后面板模型(RI-CLPMs)来区分个体内部和个体之间的游戏和抑郁症状水平。RI-CLPM结果显示,在个体之间的水平上,儿童和青少年的游戏障碍症状与抑郁之间存在稳定的联系。在个体内部水平上,在儿童中,抑郁症状正向预测随后的游戏障碍症状,但在此水平上游戏障碍症状不是抑郁症状的显著预测因素。在青少年中,个体内部水平上游戏障碍症状与抑郁之间没有显著的交叉滞后效应。此外,在两个队列中,正常电子游戏使用与抑郁症状之间也没有显著的交叉滞后效应。这些结果突出了正常电子游戏使用和与抑郁症状相关的游戏障碍症状的不同影响。对儿童和青少年的不同影响强调了在研究游戏与心理健康结果时考虑不同发育阶段的重要性。