Is video gaming, or video game addiction, associated with depression, academic achievement, heavy episodic drinking, or conduct problems?

Is video gaming, or video game addiction, associated with depression, academic achievement, heavy episodic drinking, or conduct problems?
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DOI:
10.1556/jba.3.2014.002
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发表时间:
2014-03
影响因子:
7.8
通讯作者:
Frøyland LR
Frøyland LR
中科院分区:
医学2区
文献类型:
--
作者:
Brunborg GS;Mentzoni RA;Frøyland LR

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背景和目标:虽然电子游戏使用和负面后果之间的关系存在争议,但电子游戏成瘾和负面后果之间的关系已经相当明确。然而,以前的研究遭受方法上的弱点,可能会导致有偏见的结果。有必要进行进一步的调查,受益于使用的方法,避免遗漏的变量偏差。方法:两波面板数据来自两项调查的1,928名13至17岁的挪威青少年。这些调查包括电子游戏使用,电子游戏成瘾,抑郁症,重度间歇性饮酒,学习成绩和行为问题的措施。使用一阶差分法对数据进行分析,这是一种回归方法,不受时间不变的单个因素的影响。结果如下:视频游戏成瘾与抑郁症,较低的学业成绩和行为问题有关,但花在视频游戏上的时间与任何研究的负面结果无关。讨论内容:这一发现与越来越多的研究结果一致,这些研究未能找到花在视频游戏上的时间与负面结果之间的关系。目前的研究也与以前的研究一致,即视频游戏成瘾与其他负面结果有关,但它做出了额外的贡献,即这些关系不受时间不变的个体效应的影响。然而,未来的研究应旨在建立时间顺序的假设因果关系的影响。结论:花时间玩电子游戏并不涉及负面后果,但经历与电子游戏相关问题的青少年可能也会在生活的其他方面遇到问题。
Background and aims: While the relationships between video game use and negative consequences are debated, the relationships between video game addiction and negative consequences are fairly well established. However, previous studies suffer from methodological weaknesses that may have caused biased results. There is need for further investigation that benefits from the use of methods that avoid omitted variable bias. Methods: Two wave panel data was used from two surveys of 1,928 Norwegian adolescents aged 13 to 17 years. The surveys included measures of video game use, video game addiction, depression, heavy episodic drinking, academic achievement, and conduct problems. The data was analyzed using first-differencing, a regression method that is unbiased by time invariant individual factors. Results: Video game addiction was related to depression, lower academic achievement, and conduct problems, but time spent on video games was not related to any of the studied negative outcomes. Discussion: The findings were in line with a growing number of studies that have failed to find relationships between time spent on video games and negative outcomes. The current study is also consistent with previous studies in that video game addiction was related to other negative outcomes, but it made the added contribution that the relationships are unbiased by time invariant individual effects. However, future research should aim at establishing the temporal order of the supposed causal effects. Conclusions: Spending time playing video games does not involve negative consequences, but adolescents who experience problems related to video games are likely to also experience problems in other facets of life.