问题游戏与青少年的健康和幸福:来自意大利具有全国代表性的大样本的证据

IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL
Natale Canale , Frank J. Elgar , Erika Pivetta , Tommaso Galeotti , Claudia Marino , Joël Billieux , Daniel L. King , Michela Lenzi , Paola Dalmasso , Giacomo Lazzeri , Paola Nardone , Arianna Camporese , Alessio Vieno
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引用次数: 0

摘要

玩电子游戏是青少年常见的休闲活动,但少数人可能会发展出不适应的游戏模式,并在各种健康领域遭受损害。大多数研究都是在“无问题游戏”和“有问题游戏”的两分法中进行的,其中包含便利和非代表性样本,需要进一步调查以提供更可靠和可推广的证据。在这项研究中,我们研究了游戏对不同玩家群体的影响,他们的游戏参与程度不同,与各种心理和身体健康结果和行为有关。数据包括来自2022年意大利学龄儿童健康行为研究的89321名青少年(11-17岁)的全国代表性样本。我们比较了游戏玩家群体(低风险、高风险和有问题)和非游戏玩家群体的(心理)健康、营养、身体活动、睡眠和社会福利。使用逻辑回归来估计优势比(调整性别、年龄、物质剥夺和家庭结构)。与非游戏玩家(占样本的33.7%)相比,低风险游戏玩家(51.6%)报告了更好的健康相关结果(即,更低的抑郁风险、更低的压力、更少的心理和身体症状)。高风险玩家(11.6%)和问题玩家(3.1%)在所有与健康相关的结果中都比非游戏玩家表现出更高的损伤,这种关联在问题游戏组中尤为明显。电子游戏本身并不有害,报告游戏问题风险较低的青少年比不玩游戏的青少年健康状况稍好。然而,少数易受伤害的使用者从事与负面后果、功能损害(如睡眠干扰)和各种不健康行为相关的有问题的使用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Problem gaming and adolescents’ health and well-being: Evidence from a large nationally representative sample in Italy
Playing video games is a common leisure activity for adolescents, but a minority can develop maladaptive gaming patterns and experience impairments in various health domains. Most research has been conducted within the dichotomy of “non-problematic gaming” and “problematic gaming” with convenience and unrepresentative samples, necessitating further investigation to provide more robust and generalizable evidence. In this study, we examined the impact of gaming on different groups of gamers with distinct degrees of gaming involvement in relation to various psychological and physical health outcomes and behaviours. Data included a nationally representative sample of 89321 adolescents (11–17 years) from the 2022 Italian Health Behaviour in School-aged Children study. We compared groups of gamers (low risk, high risk, and problematic) with non-gamers concerning their (mental) health, nutrition, physical activity, sleep, and social well-being. Logistic regressions were used to estimate the odds ratios (adjusted for gender, age, material deprivation, and family structure). Compared with non-gamers (33.7 % of the sample), low-risk gamers (51.6 %) reported better health-related outcomes (i.e., lower risk of depression, lower stress, fewer psychological and somatic symptoms). High-risk (11.6 %) and problematic gamers (3.1 %) showed significantly higher impairments in all health-related outcomes than non-gamers did, the associations being especially pronounced in the problematic gaming group. Video games are not inherently harmful, and adolescents who reported a low risk of gaming problems showed slightly better health-related outcomes than non-gamers did. However, a minority of vulnerable users engaged in problematic use associated with negative consequences, functional impairment (e.g., sleep interference), and various unhealthy behaviours.
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来源期刊
CiteScore
19.10
自引率
4.00%
发文量
381
审稿时长
40 days
期刊介绍: Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.
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