有问题的网络游戏介导了青少年注意力缺陷/多动和随后的心理健康问题之间的联系。

Zui C Narita, Jordan DeVylder, Gemma Knowles, Shuntaro Ando, Syudo Yamasaki, Mitsuhiro Miyashita, Daniel Stanyon, Satoshi Yamaguchi, Toshiaki A Furukawa, Kiyoto Kasai, Atsushi Nishida
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引用次数: 0

摘要

理论模型表明,注意力缺陷/多动和有问题的网络游戏可能会导致负面的心理健康结果,但关于它们之间相互作用的证据仍然有限。利用来自东京青少年队列的3171名青少年的数据,本研究调查了12岁时注意力缺陷/多动症和14岁时有问题的网络游戏与16岁时心理健康问题的相互作用。样本中女生1487人(46.9%),男生1684人(53.1%)。双重稳健估计显示,高度的问题网络游戏持续增加心理健康问题的绝对和相对风险。完全调整后的风险差和风险比(95%置信区间(ci))分别为:事件抑郁,7.8%(3.0% ~ 13.1%)和1.62 (1.25 ~ 2.05);事件焦虑,5.7%(2.7% ~ 8.7%)和1.98 (1.45 ~ 2.67);精神病经历发生率分别为5.9%(2.3%-10.8%)和1.72 (1.30-2.47);幸福感下降,9.6%(5.1%-14.3%)和1.54%(1.27-1.84)。较高的注意力缺陷/多动得分与较高程度的问题网络游戏相关(调整后的β每1 SD: 0.18, 95% CI: 0.12-0.24)。因果中介分析——确保时间的合理性,仔细调整混杂因素,并考虑暴露-中介的相互作用——表明,有问题的网络游戏部分介导了注意力缺陷/多动和心理健康问题之间的关联:抑郁症状(29.2%)、焦虑(12.3%)、精神病经历(20.6%)和幸福感下降(22.1%)。研究结果强调了精神病理学、抑制控制减弱和成瘾行为与负面后果的相互作用。有问题的网络游戏可能是一种可改变的中介,需要进一步的干预研究来检验其作为治疗目标的潜力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Problematic online gaming mediates the association between attention-deficit/hyperactivity and subsequent mental health issues in adolescents.

Problematic online gaming mediates the association between attention-deficit/hyperactivity and subsequent mental health issues in adolescents.

Problematic online gaming mediates the association between attention-deficit/hyperactivity and subsequent mental health issues in adolescents.

Problematic online gaming mediates the association between attention-deficit/hyperactivity and subsequent mental health issues in adolescents.

Theoretical models suggest that attention-deficit/hyperactivity and problematic online gaming could contribute to negative mental health outcomes, yet evidence on their interplay remains limited. Using data from 3171 adolescents in the Tokyo Teen Cohort, the present study examined the interplay of attention-deficit/hyperactivity at age 12 and problematic online gaming at age 14 associated with mental health issues at age 16. The sample consisted of 1487 girls (46.9%) and 1684 boys (53.1%). Doubly robust estimation revealed that a high degree of problematic online gaming consistently elevated the absolute and relative risks of mental health issues. The fully adjusted risk difference and risk ratio (95% confidence intervals (CIs)) were: incident depression, 7.8% (3.0%-13.1%) and 1.62 (1.25-2.05); incident anxiety, 5.7% (2.7%-8.7%) and 1.98 (1.45-2.67); incident psychotic experiences, 5.9% (2.3%-10.8%) and 1.72 (1.30-2.47); diminished well-being, 9.6% (5.1%-14.3%) and 1.54 (1.27-1.84). Higher attention-deficit/hyperactivity scores were associated with a greater degree of problematic online gaming (adjusted β per 1 SD: 0.18, 95% CI: 0.12-0.24). Causal mediation analysis-ensuring temporal plausibility, carefully adjusting for confounders, and accounting for exposure-mediator interaction-showed that problematic online gaming partially mediated the association between attention-deficit/hyperactivity and mental health issues: depressive symptoms (29.2%), anxiety (12.3%), psychotic experiences (20.6%), and diminished well-being (22.1%). The findings highlight the interplay of psychopathology, diminished inhibitory control, and addictive behaviors associated with negative consequences. Problematic online gaming may represent a modifiable mediator, warranting further intervention research to examine its potential as a treatment target.

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