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电子竞技游戏对大学生心理健康的影响:一项系统综述。

Effects of active video games on mental health among college students: a systematic review.

作者信息

Zhao Yue, Soh Kim Geok, Saad Hazizi Bin Abu, Rong Wenchao, Liu Cong, Wang Xinzhi

机构信息

Faculty of Educational Studies, Department of Sports Studies, Universiti Putra Malaysia, Selangor, Malaysia.

Faculty of Medicine and Health Sciences, Department of Nutrition, Universiti Putra Malaysia, Selangor, Malaysia.

出版信息

BMC Public Health. 2024 Dec 18;24(1):3482. doi: 10.1186/s12889-024-21011-9.

DOI:10.1186/s12889-024-21011-9
PMID:39695572
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11658209/
Abstract

BACKGROUND

Mental health significantly impacts college students' academic performance and overall happiness. Active video games (AVGs) have gained popularity among college students due to their ample entertainment, and there is growing interest in utilizing them to address mental health issues. However, there has not been a comprehensive summary and systematic review of research on the effects of AVGs on college students' mental health.

METHODS

As of October 18th, 2024, searches were conducted in six internationally renowned databases (PubMed, SCOPUS, Web of Science, CINAHL Plus, EBSCOhost, Cochrane Library). Inclusion and exclusion criteria were developed based on the PICOS principles. A systematic review was conducted following the PRISMA guidelines, and compliant studies using randomised controlled trial design (RCT) were included. The methodological quality of the included studies was evaluated using the PEDro scale.

RESULTS

A total of 3471 articles were retrieved, of which 17 met the criteria inclusion. The PEDro scores of the 17 studies ranged from four to nine. The results indicate that AVGs can effectively improve college students' poor mental health, such as stress, anxiety, and depression, as well as increase their happiness and psychological satisfaction. Moreover, AVGs have been shown to increase motivation for exercise, improve college students' attitudes toward other forms of exercise, and promote sustained physical activity. Additionally, AVGs have demonstrated efficacy in improving sleep quality.

CONCLUSION

Overall, AVGs can serve as an effective intervention to reduce dysphoria and promote positive psychological states among college students, thus improving mental health. Using the theory-based design of AVGs will further increase the effect. However, the effects of AVGs vary depending on their type and initial design purpose. Therefore, when using AVGs to improve college students' mental health, it is necessary to carefully consider the students' original state, select AVGs with rich game content that can provide at least moderate-intensity physical activity, and adopt the correct intervention strategy to achieve good results. AVG can potentially become a valuable tool for improving college students' mental health.

SYSTEMATIC REVIEW REGISTRATION

https://www.crd.york.ac.uk/prospero , identifier: CRD42024510488.

摘要

背景

心理健康对大学生的学业成绩和整体幸福感有重大影响。主动式电子游戏(AVG)因其丰富的娱乐性在大学生中颇受欢迎,利用它们来解决心理健康问题的兴趣也与日俱增。然而,尚未有对主动式电子游戏对大学生心理健康影响的研究进行全面总结和系统综述。

方法

截至2024年10月18日,在六个国际知名数据库(PubMed、SCOPUS、科学网、CINAHL Plus、EBSCOhost、考克兰图书馆)中进行检索。根据PICOS原则制定纳入和排除标准。按照PRISMA指南进行系统综述,纳入采用随机对照试验设计(RCT)的符合要求的研究。使用PEDro量表评估纳入研究的方法学质量。

结果

共检索到3471篇文章,其中17篇符合纳入标准。17项研究的PEDro评分在4至9分之间。结果表明,主动式电子游戏能有效改善大学生的不良心理健康状况,如压力、焦虑和抑郁,还能增加他们的幸福感和心理满意度。此外,主动式电子游戏已被证明能增强锻炼动机,改善大学生对其他形式锻炼的态度,并促进持续的体育活动。此外,主动式电子游戏在改善睡眠质量方面也显示出效果。

结论

总体而言,主动式电子游戏可作为一种有效的干预手段,减少大学生的烦躁情绪,促进积极的心理状态,从而改善心理健康。采用基于理论的主动式电子游戏设计将进一步增强效果。然而,主动式电子游戏的效果因其类型和初始设计目的而异。因此,在使用主动式电子游戏改善大学生心理健康时,有必要仔细考虑学生的初始状态,选择具有丰富游戏内容且能提供至少中等强度体育活动的主动式电子游戏,并采用正确的干预策略以取得良好效果。主动式电子游戏有可能成为改善大学生心理健康的宝贵工具。

系统综述注册

https://www.crd.york.ac.uk/prospero ,标识符:CRD42024510488。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b8b0/11658209/49879f6f92b6/12889_2024_21011_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b8b0/11658209/49879f6f92b6/12889_2024_21011_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b8b0/11658209/49879f6f92b6/12889_2024_21011_Fig1_HTML.jpg

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