• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

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.

DOI:10.3390/bs14121204
PMID:39767345
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11673929/
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/11673929/250527f5fb20/behavsci-14-01204-g004a.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ec6c/11673929/42bb253f1814/behavsci-14-01204-g001a.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ec6c/11673929/c52fa1d67239/behavsci-14-01204-g002a.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ec6c/11673929/fa10485a2241/behavsci-14-01204-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ec6c/11673929/250527f5fb20/behavsci-14-01204-g004a.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ec6c/11673929/42bb253f1814/behavsci-14-01204-g001a.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ec6c/11673929/c52fa1d67239/behavsci-14-01204-g002a.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ec6c/11673929/fa10485a2241/behavsci-14-01204-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ec6c/11673929/250527f5fb20/behavsci-14-01204-g004a.jpg

相似文献

1
Influence of Gender, Parental Control, Academic Performance and Physical Activity Level on the Characteristics of Video Game Use and Associated Psychosocial Problems in Adolescents.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。
Behav Sci (Basel). 2024 Dec 15;14(12):1204. doi: 10.3390/bs14121204.
2
Correlates of video games playing among adolescents in an Islamic country.伊斯兰国家青少年玩视频游戏的相关因素。
BMC Public Health. 2010 May 27;10:286. doi: 10.1186/1471-2458-10-286.
3
Problem video game playing is related to emotional distress in adolescents.过度玩视频游戏与青少年的情绪困扰有关。
Adicciones. 2017 Jun 28;29(3):180-185. doi: 10.20882/adicciones.745.
4
[Negative perceptions of the risks associated with gaming in young adolescents: An exploratory study to help thinking about a prevention program].[青少年对游戏相关风险的负面认知:一项有助于思考预防计划的探索性研究]
Arch Pediatr. 2017 Jul;24(7):607-617. doi: 10.1016/j.arcped.2017.04.006. Epub 2017 Jun 7.
5
Active gaming in Dutch adolescents: a descriptive study.荷兰青少年的积极游戏:一项描述性研究。
Int J Behav Nutr Phys Act. 2012 Oct 2;9:118. doi: 10.1186/1479-5868-9-118.
6
Influence of parental mediation and social skills on adolescents' use of online video games for escapism: A cross-sectional study.父母调解和社交技能对青少年使用网络游戏逃避现实的影响:一项横断面研究。
J Res Adolesc. 2024 Dec;34(4):1668-1678. doi: 10.1111/jora.13034. Epub 2024 Oct 22.
7
COVID-19 as 'Game Changer' for the Physical Activity and Mental Well-Being of Augmented Reality Game Players During the Pandemic: Mixed Methods Survey Study.新冠疫情对增强现实游戏玩家身体活动和心理健康的影响:混合方法调查研究
J Med Internet Res. 2020 Dec 22;22(12):e25117. doi: 10.2196/25117.
8
Video Game Playing and Internet Gaming Disorder: A Profile of Young Adolescents.视频游戏和网络成瘾障碍:青少年特征。
Int J Environ Res Public Health. 2023 Dec 8;20(24):7155. doi: 10.3390/ijerph20247155.
9
Video games use patterns and parenteral supervision in a clinical sample of Hispanic adolescents 13-17 years old.在一个13至17岁西班牙裔青少年的临床样本中,电子游戏使用模式及家长监督情况。
Bol Asoc Med P R. 2012 Jan-Mar;104(1):23-31.
10
An investigation into Video Game Addiction in Pre-Adolescents and Adolescents: A Cross-Sectional Study.对青少年前期和青少年期视频游戏成瘾的调查:一项横断面研究。
Medicina (Kaunas). 2020 May 6;56(5):221. doi: 10.3390/medicina56050221.

本文引用的文献

1
Emotional analysis of multiplayer online battle arena games addiction.多人在线战斗竞技游戏成瘾的情感分析
Front Psychol. 2024 May 9;15:1347949. doi: 10.3389/fpsyg.2024.1347949. eCollection 2024.
2
Adolescents' belonging in post-divorce families: Examining residential and digital contact with mothers and fathers.青少年在离婚家庭中的归属感:考察与父母的居住和数字接触。
J Res Adolesc. 2024 Jun;34(2):568-583. doi: 10.1111/jora.12920. Epub 2024 Feb 20.
3
Video Game Playing and Internet Gaming Disorder: A Profile of Young Adolescents.
视频游戏和网络成瘾障碍:青少年特征。
Int J Environ Res Public Health. 2023 Dec 8;20(24):7155. doi: 10.3390/ijerph20247155.
4
Parental separation, negative life events and mental health problems in adolescence.父母离异、负面生活事件与青少年心理健康问题。
BMC Public Health. 2023 Nov 29;23(1):2364. doi: 10.1186/s12889-023-17307-x.
5
The association between online learning, parents' marital status, and internet addiction among adolescents during the COVID-19 pandemic period: A cross-lagged panel network approach.新冠疫情期间在线学习、父母婚姻状况与青少年网络成瘾的关系:交叉滞后面板网络方法。
J Affect Disord. 2023 Jul 15;333:553-561. doi: 10.1016/j.jad.2023.04.096. Epub 2023 Apr 29.
6
Motives to play videogames across seven countries: Measurement invariance of the Videogaming Motives Questionnaire.跨七个国家玩视频游戏的动机:视频游戏动机问卷的测量不变性。
Addict Behav. 2023 May;140:107624. doi: 10.1016/j.addbeh.2023.107624. Epub 2023 Jan 20.
7
The Association between Video Game Time and Adolescent Mental Health: Evidence from Rural China.电子游戏时间与青少年心理健康的关系:来自中国农村的证据。
Int J Environ Res Public Health. 2022 Nov 10;19(22):14815. doi: 10.3390/ijerph192214815.
8
Sample size calculation for prevalence studies using Scalex and ScalaR calculators.使用 Scalex 和 ScalaR 计算器进行流行率研究的样本量计算。
BMC Med Res Methodol. 2022 Jul 30;22(1):209. doi: 10.1186/s12874-022-01694-7.
9
To Be or Not to Be a Female Gamer: A Qualitative Exploration of Female Gamer Identity.是否成为女性玩家:对女性玩家身份的定性探索。
Int J Environ Res Public Health. 2022 Jan 21;19(3):1169. doi: 10.3390/ijerph19031169.
10
Use of Technology and Its Association With Academic Performance and Life Satisfaction Among Children and Adolescents.儿童和青少年对技术的使用及其与学业成绩和生活满意度的关联。
Front Psychiatry. 2021 Nov 11;12:764054. doi: 10.3389/fpsyt.2021.764054. eCollection 2021.