青少年的气质、大脑结构和有问题的电子游戏——一项为期六年的纵向研究。

IF 6.2 1区 医学 Q1 PSYCHIATRY
Journal of Behavioral Addictions Pub Date : 2025-08-28 Print Date: 2025-09-30 DOI:10.1556/2006.2025.00068
Ines Mürner-Lavanchy, Silvano Sele, Julian Simmons, Dan I Lubman, Sarah Whittle, Nicholas B Allen, Michael Kaess
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引用次数: 0

摘要

背景:对问题游戏的关注越来越多,这突出了前瞻性纵向研究的必要性,以探索潜在的预防目标。在青少年早期,在问题行为形成之前,可以观察到的标记可能特别有用。气质和大脑结构是反映重要的发育和精神病理过程的两个潜在的预测因素,它们分别提供了个体差异的自我报告和客观标记。方法:在11-13岁时评估气质(n = 245)和脑容量(n = 154),在17-19岁时评估有问题的视频游戏(维度游戏成瘾评分;n = 130),这些青少年从社区样本中选择,以最大限度地提高气质的变化。性情和有问题的电子游戏之间的联系进行了测试。进一步的模型探讨了脑容量以及脑容量和气质之间的相互作用是否解释了预测有问题的电子游戏的额外方差。结果:消极情感(b = 2.94 [95% CI 0.32, 5.57])和男性性别(b = -6.61[-10.64, -2.59])与后期出现问题的电子游戏相关。此外,男性参与者较低的努力控制与青少年后期出现问题视频游戏的几率较高相关(b = 4.32 [CI 0.24, 8.39])。探索性分析显示,努力控制和杏仁核体积之间的相互作用在预测有问题的视频游戏方面存在适度的证据。结论:这项为期6年的前瞻性纵向研究证实了消极情绪、努力控制和后来的问题电子游戏之间的联系。此外,更努力的控制可能对杏仁核较大的个体有保护作用,这些个体容易受到精神健康障碍的影响,比如视频游戏成瘾。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Temperament, brain structure and problematic video gaming in adolescence - A six-year longitudinal study.

Temperament, brain structure and problematic video gaming in adolescence - A six-year longitudinal study.

Temperament, brain structure and problematic video gaming in adolescence - A six-year longitudinal study.

Background: Growing concerns regarding problematic gaming highlight the need for prospective longitudinal research to explore potential targets for prevention. Markers that can be observed during early adolescence, prior to the establishment of problematic behaviors, may be particularly informative. Two potential predictors of interest that have been shown to reflect important developmental and psychopathological processes are temperament and brain structure, which respectively provide self-reported and objective markers of individual differences.

Methods: Temperament (n = 245) and brain volume (n = 154) were assessed at 11-13 years, and problematic video gaming (dimensional gaming addiction score; n = 130) at 17-19 years, in adolescents selected from a community sample to maximize variation in temperament. Associations between temperament and problematic video gaming were tested. Further models explored whether brain volume, and interactions between brain volume and temperament explained additional variance in predicting problematic video gaming.

Results: Negative affectivity (b = 2.94 [95% CI 0.32, 5.57]), as well as male gender (b = -6.61 [-10.64, -2.59]), were associated with later problematic video gaming. Also, lower effortful control in male participants was associated with higher odds for problematic video gaming in later adolescence (b = 4.32 [CI 0.24, 8.39]). Exploratory analyses showed modest evidence for an interaction between effortful control and amygdala volume in predicting problematic video gaming.

Conclusions: This six-year prospective longitudinal study, confirms associations between negative affectivity and effortful control and later problematic video gaming. Further, higher effortful control might have a protective role in individuals with larger amygdalae, who are vulnerable to mental health disorders, such as video gaming addiction.

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来源期刊
CiteScore
12.30
自引率
7.70%
发文量
91
审稿时长
20 weeks
期刊介绍: The aim of Journal of Behavioral Addictions is to create a forum for the scientific information exchange with regard to behavioral addictions. The journal is a broad focused interdisciplinary one that publishes manuscripts on different approaches of non-substance addictions, research reports focusing on the addictive patterns of various behaviors, especially disorders of the impulsive-compulsive spectrum, and also publishes reviews in these topics. Coverage ranges from genetic and neurobiological research through psychological and clinical psychiatric approaches to epidemiological, sociological and anthropological aspects.
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