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青少年的精神病理学与游戏障碍

Psychopathology and Gaming Disorder in Adolescents.

作者信息

Falcione Kylie, Weber René

机构信息

Department of Communication, Media Neuroscience Lab, University of California, Santa Barbara.

Department of Psychological and Brain Sciences, University of California, Santa Barbara.

出版信息

JAMA Netw Open. 2025 Jul 1;8(7):e2528532. doi: 10.1001/jamanetworkopen.2025.28532.

Abstract

IMPORTANCE

Although gaming disorder is recognized as a diagnosable behavioral addiction, uncertainty remains regarding its directional association with adolescent psychopathology. Clarifying this association is crucial for refining diagnostic frameworks and developing targeted interventions.

OBJECTIVE

To examine directional longitudinal associations between psychopathology and gaming disorder among adolescents using the Interaction of Person-Affect-Cognition-Execution model as a theoretical framework.

DESIGN, SETTING, AND PARTICIPANTS: This cohort study used data from the Adolescent Brain Cognitive Development Study (release 5.1), analyzing 4289 adolescents in the US who played video games and completed 3 waves of data collection (at ages 11-12, 12-13, and 13-14 years) between January 1, 2018, and December 31, 2022. Statistical analysis was performed from December 2024 to March 2025.

MAIN OUTCOMES AND MEASURES

Psychopathology was assessed using caregiver reports from the Child Behavior Checklist, which provided measures of depression, attention-deficit/hyperactivity disorder (ADHD), social problems, anxiety, and conduct disorder or aggression. Additional person-centered core characteristics (eg, negative life events, family conflict, bullying, and impulsivity) were incorporated. Gaming disorder was measured using the Video Game Addiction Questionnaire, which aligns with the DSM-5 criteria for internet gaming disorder.

RESULTS

This cohort comprised 4289 adolescents (mean [SD] age, 168.8 [8.2] months; 2391 of 4288 [56%] males). Household income varied widely, with 1374 of 3877 households (35%) reporting an income from $100 000 to $199 000. Cross-lagged panel models (CLPMs) demonstrated that higher baseline levels of psychopathology were associated with an increased risk for subsequent gaming disorder from the 2-year to the 3-year follow-up (β = 0.03 [95% CI, 0.002-0.06]; P = .003) and from 3-year to the 4-year follow-up (β = 0.07 [95% CI, 0.04-0.10]; P < .001). Even when controlling for other personal core characteristics associated with increased risk, there was still a small to medium effect size of psychopathology associated with gaming disorder from the 3-year to the 4-year follow-up (β = 0.04 [95% CI, 0.002-0.07]; P = .04). In contrast, gaming disorder was not associated with later increases in psychopathology. Hierarchical mixed-effects models that accounted for both the panel structure and grouping of the data corroborated the results from the CLPMs.

CONCLUSIONS AND RELEVANCE

The results of this cohort study suggest that psychopathology is significantly associated with the development of gaming disorder among adolescents. Clinical efforts to address underlying mental health issues, particularly for internalizing symptoms such as depression, anxiety, social problems, and ADHD, may reduce the incidence and severity of gaming disorder.

摘要

重要性

尽管游戏障碍被认为是一种可诊断的行为成瘾,但关于其与青少年精神病理学之间的方向性关联仍存在不确定性。阐明这种关联对于完善诊断框架和制定有针对性的干预措施至关重要。

目的

以人-情感-认知-执行模型为理论框架,研究青少年精神病理学与游戏障碍之间的方向性纵向关联。

设计、背景和参与者:这项队列研究使用了青少年大脑认知发展研究(版本5.1)的数据,分析了2018年1月1日至2022年12月31日期间在美国玩电子游戏并完成3轮数据收集(在11 - 12岁、12 - 13岁和13 - 14岁时)的4289名青少年。统计分析于2024年12月至2025年3月进行。

主要结局和测量指标

使用儿童行为清单中照顾者的报告评估精神病理学,该清单提供了抑郁、注意力缺陷/多动障碍(ADHD)、社交问题、焦虑以及品行障碍或攻击性的测量指标。纳入了其他以个体为中心的核心特征(如负面生活事件、家庭冲突、欺凌和冲动性)。使用与《精神疾病诊断与统计手册》第五版(DSM - 5)网络游戏障碍标准一致的电子游戏成瘾问卷测量游戏障碍。

结果

该队列包括4289名青少年(平均[标准差]年龄,168.8[8.2]个月;4288名中的2391名[56%]为男性)。家庭收入差异很大,3877户家庭中的1374户(35%)报告收入在100,000美元至199,000美元之间。交叉滞后面板模型(CLPMs)表明,从2年到3年随访以及从3年到4年随访,较高的精神病理学基线水平与随后游戏障碍风险增加相关(β = 0.03[95%置信区间,0.002 - 0.06];P = 0.003)以及(β = 0.07[95%置信区间,0.04 - 0.10];P < 0.001)。即使控制了与风险增加相关的其他个人核心特征,从3年到4年随访,精神病理学与游戏障碍之间仍存在小到中等效应量(β = 0.04[95%置信区间,0.002 - 0.07];P = 0.04)。相比之下,游戏障碍与后期精神病理学增加无关。考虑到数据的面板结构和分组的分层混合效应模型证实了CLPMs的结果。

结论及相关性

这项队列研究的结果表明,精神病理学与青少年游戏障碍的发展显著相关。解决潜在心理健康问题的临床努力,特别是针对抑郁、焦虑、社交问题和ADHD等内化症状,可能会降低游戏障碍的发生率和严重程度。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ab18/12308444/a8c8f67aebed/jamanetwopen-e2528532-g001.jpg

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