科技成瘾:电子游戏和社交媒体使用对学龄青少年学习成绩和精神障碍症状的影响

IF 2.1 Q2 MEDICINE, GENERAL & INTERNAL
Mosiur Rahman, Prosannajid Sarkar, Syed Emdadul Haque, G. M. Rabiul Islam, Md. Nuruzzaman Haque, Tapan Kumar Roy, Farhana Akhter Liza, Anika Tabashsum, Md. Rashed Alam, Mahmudul Hasan, Izzeldin Fadl Adam, Nguyen Huu Chau Duc, Chowdhury Mashrur Mahdee, Jannatul Fardos Asha
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引用次数: 0

摘要

关于电子游戏和社交媒体成瘾对心理障碍和学业成就的负面影响,研究结果相互矛盾。因此,我们旨在研究社交媒体使用和电子游戏成瘾与抑郁和学业成就之间的关系。方法采用横断面调查方法。选拔过程涉及800名在拉杰沙希市公司四所公立和私立高中就读九年级和十年级的青少年。感兴趣的结果是抑郁和学习成绩。沉迷于玩电子游戏和使用社交媒体(主要是Facebook)是暴露的兴趣。结果在总样本中,9.3%和28.3%的人报告他们沉迷于电子游戏和社交媒体。抑郁和学业成绩的平均得分分别为10.2分和3.2分。抑郁得分每增加一个单位,玩电子游戏和使用社交媒体成瘾的几率分别增加1.14和1.12倍。此外,研究发现,学习成绩每增加一个单位,沉迷于电子游戏和使用社交媒体的几率分别减少0.67和0.71倍。结论:更容易沉迷于电子游戏或使用社交媒体等成瘾行为的青少年应该成为公共卫生倡议的重点,因为他们更容易患抑郁症,同时学业成绩也较差。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Technology Addiction: Effects of Electronic Games and Social Media Use on Academic Performance and Symptoms of Psychiatric Disorders Among School-Age Adolescents

Technology Addiction: Effects of Electronic Games and Social Media Use on Academic Performance and Symptoms of Psychiatric Disorders Among School-Age Adolescents

Background and Aims

There is conflicting research regarding the negative effects of electronic gaming and addictive social media use on psychological disorders and academic achievement. Therefore, we aimed to examine the association between social media use and electronic gaming addiction with depression and academic achievement.

Methods

This investigation is cross-sectional. The selection process involved 800 adolescents enrolled in grades 9 and 10 across four public and private high schools in the Rajshahi City Corporation. The outcomes of interest were depression and academic performance. Addiction to playing electronic games and using social media (mainly Facebook) were exposure of interest.

Results

From the total sample, 9.3% and 28.3% reported that they were addicted to electronic games and social media use. The mean scores for depression and academic achievement were 10.2 and 3.2, respectively. For one unit increase in depression scores, the odds of addiction to playing electronic games and using social media increase by a factor of 1.14 and 1.12. Additionally, it was found that for one unit an increase in academic performance scores, the odds of addiction to playing electronic games and using social media decrease by a factor of 0.67 and 0.71.

Conclusions

Adolescents who are more likely to engage in addictive behaviors such as playing electronic games or using social media should be the focus of public health initiatives, as they are more susceptible to depression along with poor academic accomplishment.

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来源期刊
Health Science Reports
Health Science Reports Medicine-Medicine (all)
CiteScore
1.80
自引率
0.00%
发文量
458
审稿时长
20 weeks
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