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Video game playing in high school students: health correlates gender differences and problematic gaming

机译:高中学生玩电子游戏:健康相关性别差异和游戏问题

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摘要

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.
机译:人们担心电子游戏可能会对青少年产生负面影响。然而,有关游戏的现有文献并不一致,并且经常集中在侵略上。游戏的健康相关性以及问题游戏的普遍性和相关性尚未得到系统的研究。我们匿名调查了4028名青少年游戏,报告了游戏问题以及其他健康行为。样本中有51.2%报告游戏(男孩为76.3%,女孩为29.2%)。男孩的游戏与健康没有负相关关系,并且定期吸烟的几率较低;但是,报告游戏的女孩报告抑郁症的可能性较小,而报告参加激烈战斗并携带武器上学的可能性较高。在游戏玩家中,有4.9%的人表示游戏有问题,这被定义为报告试图减少,遇到不可抗拒的游戏欲望,以及不断加剧的紧张感,而这种紧张感只能通过玩游戏来缓解。男孩比女孩(3.0%)更有可能报告这些问题(5.8%)。与游戏相关的问题包括经常吸烟,吸毒,抑郁和打架。结果表明,游戏在男孩中主要是规范性的,与许多健康因素无关。然而,在女孩中,游戏似乎与更多的外在行为和更少的内在症状相关。有问题的游戏的发生率很低,但并非微不足道,有问题的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级别,完善问题游戏的定义,并评估有效的预防和干预策略。

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