Correlates of video games playing among adolescents in an Islamic country.

Correlates of video games playing among adolescents in an Islamic country.
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DOI:
10.1186/1471-2458-10-286
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发表时间:
2010-05-27
期刊:
影响因子:
4.5
通讯作者:
Moeini B
Moeini B
中科院分区:
医学2区
文献类型:
--
作者:
Allahverdipour H;Bazargan M;Farhadinasab A;Moeini B

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没有任何研究探讨过伊朗伊斯兰共和国儿童玩电子游戏的流行程度和相关性。这项研究描述了伊朗中学生随机抽样过度使用视频游戏的模式和相关因素。具体来说,我们研究了玩电子游戏和心理健康,攻击行为,和青少年的视频电脑游戏的感知威胁之间的关系。本研究采用横断面研究方法,随机抽取八所中学的444名青少年为研究对象。一份自我管理的匿名问卷调查涵盖了社会人口统计学、视频游戏行为、心理健康状况、自我报告的攻击性行为和玩视频游戏的副作用。总体而言,参与者平均每周花6.3小时玩电子游戏。此外,47%的参与者表示他们玩过一个或多个激烈的暴力游戏。非游戏玩家报告说,与过度游戏玩家相比,他们的心理健康状况较差。与低水平或中等水平的玩家相比,非游戏玩家和过度游戏玩家的心理健康状况总体上较差。在年轻时开始玩游戏的参与者更有可能在心理健康方面得分更低。参与者自我报告的攻击行为与游戏时间有关。男孩,而不是女孩,谁报告说玩电子游戏过度表现出更多的攻击性行为。多元二元逻辑回归显示,当控制其他变量时,年龄较大的学生,那些认为电子游戏副作用不太严重的学生,以及那些拥有个人电脑的学生,更有可能报告他们过度玩电子游戏。我们的数据显示,玩电子游戏和心理健康结果之间存在曲线关系,“适度”游戏玩家表现最好,“过度”游戏玩家表现出问题行为的轻微增加。有趣的是,“非游戏玩家”显然表现出最糟糕的结果。因此,儿童和非游戏玩家的父母都应该了解适度视频游戏的积极影响。还应设计教育干预措施,教育青少年及其父母过度玩视频游戏可能对他们的健康和心理社会功能产生有害影响。
No study has ever explored the prevalence and correlates of video game playing among children in the Islamic Republic of Iran. This study describes patterns and correlates of excessive video game use in a random sample of middle-school students in Iran. Specifically, we examine the relationship between video game playing and psychological well-being, aggressive behaviors, and adolescents' perceived threat of video-computer game playing. This cross-sectional study was performed with a random sample of 444 adolescents recruited from eight middle schools. A self-administered, anonymous questionnaire covered socio-demographics, video gaming behaviors, mental health status, self-reported aggressive behaviors, and perceived side effects of video game playing. Overall, participants spent an average of 6.3 hours per week playing video games. Moreover, 47% of participants reported that they had played one or more intensely violent games. Non-gamers reported suffering poorer mental health compared to excessive gamers. Both non-gamers and excessive gamers overall reported suffering poorer mental health compared to low or moderate players. Participants who initiated gaming at younger ages were more likely to score poorer in mental health measures. Participants' self-reported aggressive behaviors were associated with length of gaming. Boys, but not girls, who reported playing video games excessively showed more aggressive behaviors. A multiple binary logistic regression shows that when controlling for other variables, older students, those who perceived less serious side effects of video gaming, and those who have personal computers, were more likely to report that they had played video games excessively. Our data show a curvilinear relationship between video game playing and mental health outcomes, with "moderate" gamers faring best and "excessive" gamers showing mild increases in problematic behaviors. Interestingly, "non-gamers" clearly show the worst outcomes. Therefore, both children and parents of non-game players should be updated about the positive impact of moderate video gaming. Educational interventions should also be designed to educate adolescents and their parents of the possible harmful impact of excessive video game playing on their health and psychosocial functioning.
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