Video-gaming among high school students: health correlates, gender differences, and problematic gaming.

Video-gaming among high school students: health correlates, gender differences, and problematic gaming.
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DOI:
10.1542/peds.2009-2706
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发表时间:
2010-12
期刊:
影响因子:
8
通讯作者:
Potenza MN
Potenza MN
中科院分区:
医学2区
文献类型:
--
作者:
Desai RA;Krishnan-Sarin S;Cavallo D;Potenza MN

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人们担心电子游戏可能对青少年产生负面影响。然而,现有的关于游戏的文献是不一致的,往往集中在侵略性。健康相关的游戏和流行和相关的问题游戏还没有得到系统的研究。我们匿名调查了4,028名青少年关于游戏的问题,报告了游戏和其他健康行为的问题。51.2%的样本报告玩游戏(76.3%的男孩和29.2%的女孩)。男孩玩游戏与健康没有负面关系,经常吸烟的几率较低;然而,报告玩游戏的女孩不太可能报告抑郁症,更有可能报告严重打架和携带武器上学。在游戏玩家中,4.9%的人报告了有问题的游戏,定义为报告试图减少游戏,体验不可抗拒的游戏冲动,以及体验只有通过游戏才能缓解的日益紧张。男孩(5.8%)比女孩(3.0%)更有可能报告这些问题。问题游戏的相关因素包括经常吸烟,吸毒,抑郁和严重的战斗。结果表明,游戏在很大程度上是规范的男孩,并没有与许多健康因素。然而,在女孩中,游戏似乎与更多的外化行为和更少的内化症状有关。问题游戏的流行率很低,但并非微不足道,问题游戏可能包含在更大范围的外部化行为中。需要更多的研究来定义游戏的安全水平,完善有问题游戏的定义,并评估有效的预防和干预策略。
There is concern about the potential for negative impact of video games on youth. However the existing literature on gaming is inconsistent and has often focused on aggression. Health correlates of gaming and the prevalence and correlates of problematic gaming have not been systematically studied. We anonymously surveyed 4,028 adolescents about gaming, reported problems with gaming, and other health behaviors. 51.2% of the sample reported gaming (76.3% of boys and 29.2% of girls). There were no negative health correlates of gaming in boys, and lower odds of smoking regularly; however, girls who reported gaming were less likely to report depression, and more likely to report getting into serious fights and carrying a weapon to school. Among gamers, 4.9% reported problematic gaming, defined as reporting trying to cut back, experiencing an irresistible urge to play, and experiencing a growing tension that could only be relieved by playing. Boys were more likely to report these problems (5.8%) than girls (3.0%). Correlates of problematic gaming included regular cigarette smoking, drug use, depression, and serious fights. Results suggest that gaming is largely normative in boys and not associated with many health factors. In girls, however, gaming appears associated with more externalizing behaviors and fewer internalizing symptoms. The prevalence of problematic gaming is low but not insignificant, and problematic gaming may be contained within a larger spectrum of externalizing behaviors. More research is needed to define safe levels of gaming, refine the definition of problematic gaming, and evaluate effective prevention and intervention strategies.