大学生电子游戏:心理健康的风险还是弹性?

IF 1.7 4区 心理学 Q2 PSYCHOLOGY, MULTIDISCIPLINARY
Psychological Reports Pub Date : 2025-08-01 Epub Date: 2023-08-20 DOI:10.1177/00332941231196551
Ishan N Vengurlekar, Koushik R Thudi
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引用次数: 0

摘要

电子游戏已经成为大学生的一种流行的娱乐方式。之前的研究表明,关于电子游戏和心理健康结果之间的联系,结果好坏参半。然而,很少有研究涉及不同类型的电子游戏如何产生不同的心理健康结果。目前的研究调查了电子游戏类型的乐趣是否缓和了大学生玩电子游戏的时间与焦虑和压力之间的联系。大学生对心理健康的各种组成部分进行了评估,表明他们对各种类型的电子游戏的参与程度。结果显示,没有证据表明所有类型的电子游戏都有节制。唯一出现的显著关联是玩生活模拟游戏的时间和焦虑。我们的研究结果表明,电子游戏对大学生压力和焦虑水平的影响微乎其微。讨论了无效结果的基本原理以及电子游戏研究的未来方向。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
College Student Video Gaming: Risk or Resilience for Mental Health?

Video gaming has become a popular method of entertainment for college students. Previous work indicates mixed results regarding the link between video gaming and mental health outcomes. However, little research has addressed how different genres of video games might produce various mental health outcomes. The current study examined whether video game genre enjoyment moderated the links between time spent playing video games and anxiety and stress in college students. College students responded to measures assessing various components of mental health indicating their engagement with various genres of video games. Results indicated no evidence of moderation in all genres of video games. The only significant association to emerge was that of time spent playing life simulation games and anxiety. Our findings demonstrate a minimal influence of video gaming on stress and anxiety levels among college students. Discussed are rationales for the null results and future directions for video game focused research.

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来源期刊
Psychological Reports
Psychological Reports PSYCHOLOGY, MULTIDISCIPLINARY-
CiteScore
5.10
自引率
4.30%
发文量
171
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