Social and Behavioral Health Factors Associated with Violent and Mature Gaming in Early Adolescence

Social and Behavioral Health Factors Associated with Violent and Mature Gaming in Early Adolescence
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DOI:
10.3390/ijerph17144996
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发表时间:
2020-07-01
影响因子:
--
通讯作者:
Moreno, Megan A.
Moreno, Megan A.
中科院分区:
综合性期刊3区
文献类型:
--
作者:
Charmaraman, Linda;Richer, Amanda M.;Moreno, Megan A.

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我们研究了视频游戏的风险水平,通过成熟度和暴力水平来衡量,与行为健康,社会影响和在线社交互动有关。在两个不同的队列中进行的基于学校的调查评估了自我报告的游戏行为,健康和社交媒体使用。对于研究1,我们的700名参与者中52%为女性,48%为白色(平均年龄12.7岁)。玩高风险游戏的中学生报告了更高的抑郁症状和有问题的互联网行为,睡眠更少,玩游戏的时间更多,并且比非游戏学生更频繁地查看社交媒体。那些玩高风险游戏的人比那些玩低风险游戏的人更不可能独自玩游戏或与陌生人一起玩游戏。对于研究2,我们的772名参与者中50%为女性,57%为白色(平均年龄12.6岁)。与研究1类似,我们发现玩高风险游戏的人花在玩游戏上的时间明显更多,与其他玩家的互动更多,睡眠结果比非高风险游戏玩家更差。此外,与风险较低的游戏相比,玩高风险游戏对游戏的社会影响显著不同,包括在游戏上花费更多的钱,在家庭作业和与家人相处的时间更少,或者由于游戏而不吃饭。视频游戏的成熟和暴力内容以及与游戏相关的在线社交互动量在家庭行为健康和社会影响方面发挥着重要作用。这些结果可以为指导方针提供信息,以便在出现问题行为时进行干预。
We examined how risk level of video games, measured by maturity and violence level, was associated with behavioral health, social impacts, and online social interactions. School-based surveys in two different cohorts assessed self-reported gaming behaviors, health, and social media use. For Study 1, our 700 participants were 52% female and 48% White (mean age 12.7). Middle school students who played the high-risk games reported higher depressive symptoms and problematic internet behaviors, less sleep, more time spent playing games, and higher frequency of checking social media than non-gaming students. Those who played high-risk games were less likely to play alone and to play with strangers than those who played minimal-risk games. For Study 2, our 772 participants were 50% female and 57% White (mean age 12.6). Similar to Study 1, we found that those who played the high-risk games spent significantly more time playing games, were more interactive with other players, and had poorer sleep outcomes than non-high-risk gamers. Additionally, playing high-risk games had significantly different social impacts of gaming compared to less-risky gaming, including spending more money on games, spending less time on homework and with family or skipping meals due to gaming. Mature and violent content of video games and amount of online social interaction associated with gaming play a strong role in behavioral health and social impacts within families. These results can inform guidelines to intervene when problematic behaviors emerge.