Suppr超能文献

性别、父母控制、学业成绩和身体活动水平对青少年电子游戏使用特征及相关心理社会问题的影响。

Influence of Gender, Parental Control, Academic Performance and Physical Activity Level on the Characteristics of Video Game Use and Associated Psychosocial Problems in Adolescents.

作者信息

Isorna-Folgar Manuel, Mateo-Orcajada Adrián, Failde-Garrido José María, Dapia-Conde María Dolores, Vaquero-Cristóbal Raquel

机构信息

Departamento de Análisis e Intervención Psicosocioeducativa, Facultad de Educación y Trabajo Social, Universidad de Vigo, 32004 Ourense, Spain.

Facultad de Deporte, UCAM Universidad Católica de Murcia, 30107 Murcia, Spain.

出版信息

Behav Sci (Basel). 2024 Dec 15;14(12):1204. doi: 10.3390/bs14121204.

Abstract

Previous research has determined the relevance of video games for adolescents; however, it has not been possible to establish differences in usage patterns and certain psychological variables according to gender, parental control, academic performance, physical activity level or game type, nor the relationship between these variables. For this reason, the aims of this research were as follows: (a) to determine the differences in the gaming variables and the psychological variables related to video games according to gender, the closest environment, the academic performance and the level of physical activity; and (b) to determine which gaming variables and behavioral variables influence psychological variables in adolescents. A descriptive, cross-sectional study was carried out involving 2567 adolescents (mean age: 15.06 ± 2.81 years). Participants completed eight questionnaires on the study variables. The results showed that males play more video games than females; play different types of games and on different platforms; and have more psychological problems than females. Having separated parents and having a greater parental control over video game use is associated with more time spent playing video games. Poorer academic performance is related to playing shooters and open-world games, as well as with a more negative emotional response. However, playing shooters and sport and racing games is related to more physical activity. Playing online games, mainly with strangers, is related to higher addictive and problematic uses. In addition, the times of use during the week and on weekends, especially on weekends, stand out as predictors of most psychological variables related to video games in adolescents. This study provides further scientific evidence on the role of certain behavioral and game-related variables in the relationship between video games and well-being. In addition, it highlights the importance of analyzing in the future those video game players who do not have a problematic or addictive use of video games, but who play frequently without any associated problem. From a practical perspective, the promotion of video games with social and cooperative components, or those that promote physical activity, could be related to social and psychological benefits.

摘要

先前的研究已经确定了电子游戏对青少年的相关性;然而,尚未能够根据性别、父母控制、学业成绩、身体活动水平或游戏类型确定使用模式和某些心理变量的差异,也未能确定这些变量之间的关系。因此,本研究的目的如下:(a) 根据性别、最亲近的环境、学业成绩和身体活动水平,确定游戏变量和与电子游戏相关的心理变量的差异;(b) 确定哪些游戏变量和行为变量会影响青少年的心理变量。开展了一项描述性横断面研究,涉及2567名青少年(平均年龄:15.06 ± 2.81岁)。参与者完成了关于研究变量的八份问卷。结果表明,男性玩电子游戏的时间比女性多;玩不同类型的游戏且在不同平台上玩;并且比女性有更多的心理问题。父母分居以及父母对电子游戏使用的控制更强与玩电子游戏的时间更长有关。学业成绩较差与玩射击游戏和开放世界游戏以及更消极的情绪反应有关。然而,玩射击游戏以及体育和赛车游戏与更多的身体活动有关。主要与陌生人一起玩网络游戏与更高的成瘾性和问题性使用有关。此外,一周内以及周末,尤其是周末的使用时间,是青少年中与电子游戏相关的大多数心理变量的突出预测因素。本研究为某些行为和与游戏相关的变量在电子游戏与幸福感之间的关系中所起的作用提供了进一步的科学证据。此外,它强调了未来分析那些没有问题性或成瘾性电子游戏使用,但经常玩且没有任何相关问题的电子游戏玩家的重要性。从实际角度来看,推广具有社交和合作元素的电子游戏,或者那些促进身体活动的电子游戏,可能与社会和心理益处相关。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ec6c/11673929/42bb253f1814/behavsci-14-01204-g001a.jpg

文献AI研究员

20分钟写一篇综述,助力文献阅读效率提升50倍。

立即体验

用中文搜PubMed

大模型驱动的PubMed中文搜索引擎

马上搜索

文档翻译

学术文献翻译模型,支持多种主流文档格式。

立即体验