Tse Nick, Pang Natalie Sze Nga, Wang Xin, Li Yiran, Lo Camilla Kin Ming, Yang Xue
Department of Applied Social Sciences, HKCT Institute of Higher Education, Hong Kong SAR, China.
The Jockey Club School of Public Health and Primary Care, Faculty of Medicine, Chinese University of Hong Kong, Hong Kong SAR, China.
PLoS One. 2025 Aug 13;20(8):e0327365. doi: 10.1371/journal.pone.0327365. eCollection 2025.
Binge gaming, defined as playing video games for more than five consecutive hours, has become an emerging health and behavioral issue among children and adolescents. However, the potential factors and consequences have not been sufficiently investigated. This study aims to examine the prevalence of binge gaming, its social, academic, and mental health consequences, and potential gender differences among children and adolescents in Hong Kong. A school-based survey was conducted on 2,592 primary and secondary students in Hong Kong. The sample included 1,404 boys (mean age = 11.99 + /- 2.415 years) and 1,188 girls (mean age = 11.77 + /- 2.473 years), with an overall mean age of 11.89 years. Internet gaming disorder (IGD), depression, anxiety, stress, loneliness, social support, sleep quality, and educational self-efficacy were measured using well-validated self-report scales. Analysis of Covariance (ANCOVA) models, adjusting for age and daily gaming time, were employed to examine mental, social, and academic outcomes among binge gamers, non-binge gamers, and non-gamers. Subgroup analyses were conducted by gender. The overall prevalence of binge gaming in the study sample was 31.7%. Thirty percent of respondents reported at least one episode of binge gaming in the last month, with 38.3% in boys and 24.0% in girls. In boys, binge gamers showed greater IGD, depression, anxiety, and stress, poorer sleep quality, and lower educational self-efficacy than non-binge gamers. Similarly, female binge gamers exhibited higher IGD, depression, anxiety, stress, and loneliness, and lower educational self-efficacy, sleep quality, and social support. Non-gamers generally experienced less depression, anxiety, stress, and loneliness, and higher educational self-efficacy, than binge gamers in both genders. Binge gaming may act as a behavioral indicator and risk factor for various social, academic, and health problems and preventive effort is warranted.
暴饮暴食式游戏,定义为连续玩电子游戏超过五个小时,已成为儿童和青少年中一个新出现的健康和行为问题。然而,其潜在因素和后果尚未得到充分调查。本研究旨在调查香港儿童和青少年中暴饮暴食式游戏的流行情况、其对社会、学业和心理健康的影响以及潜在的性别差异。对香港2592名中小学生进行了一项基于学校的调查。样本包括1404名男孩(平均年龄=11.99±2.415岁)和1188名女孩(平均年龄=11.77±2.473岁),总体平均年龄为11.89岁。使用经过充分验证的自我报告量表测量网络成瘾障碍(IGD)、抑郁、焦虑、压力、孤独感、社会支持、睡眠质量和教育自我效能感。采用协方差分析(ANCOVA)模型,对年龄和每日游戏时间进行调整,以研究暴饮暴食式游戏玩家、非暴饮暴食式游戏玩家和非游戏玩家的心理、社会和学业结果。按性别进行亚组分析。研究样本中暴饮暴食式游戏总的流行率为31.7%。30%的受访者报告在过去一个月中至少有一次暴饮暴食式游戏经历,其中男孩为38.3%,女孩为24.0%。在男孩中,暴饮暴食式游戏玩家比非暴饮暴食式游戏玩家表现出更高的网络成瘾障碍、抑郁、焦虑和压力,睡眠质量更差,教育自我效能感更低。同样,女性暴饮暴食式游戏玩家表现出更高的网络成瘾障碍、抑郁、焦虑、压力和孤独感,以及更低的教育自我效能感、睡眠质量和社会支持。在两个性别中,非游戏玩家通常比暴饮暴食式游戏玩家经历的抑郁、焦虑、压力和孤独感更少,教育自我效能感更高。暴饮暴食式游戏可能是各种社会、学业和健康问题的行为指标和风险因素,因此有必要采取预防措施。
Front Public Health. 2025-7-16
East Asian Arch Psychiatry. 2025-6
Int J Environ Res Public Health. 2022-8-23
J Behav Addict. 2022-9-26
Int J Environ Res Public Health. 2022-4-19
Addict Behav Rep. 2021-9-29