COVID-19大流行期间青少年的游戏和社交媒体使用情况

IF 1.9 3区 社会学 Q3 SUBSTANCE ABUSE
Nordic Studies on Alcohol and Drugs Pub Date : 2022-08-01 Epub Date: 2022-02-04 DOI:10.1177/14550725221074997
Anders Nilsson, Ingvar Rosendahl, Nitya Jayaram-Lindström
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引用次数: 27

摘要

背景和目的:2019冠状病毒病大流行极大地改变了全世界青少年的生活环境。由于学校停课,日常活动被取消,玩游戏和使用社交媒体可能会变得越来越重要。这些网络行为有可能对其他重要活动产生负面影响,比如身体活动、睡眠和学习,以及总体幸福感。本研究的目的是调查COVID-19大流行对游戏和社交媒体使用的影响,以及它对青少年健康的影响。方法:共有1232名青少年(82.5%为女性)参加了一项匿名网络调查,其中包含有关游戏、社交媒体使用以及在COVID-19大流行期间游戏和社交媒体使用的负面后果的问题。结果用准泊松回归模型进行分析。结果:结果表明,游戏和社交媒体使用的增加与负面后果和感知幸福感有关。大多数青少年报告说,他们使用社交媒体的次数超出了他们的适应范围。男孩和女孩之间存在很大差异,女孩受到的负面影响更大。讨论:在2019冠状病毒病大流行期间,游戏和社交媒体使用的增加可能会对青少年的福祉以及对健康重要的其他活动产生负面影响。我们对研究结果的解释是,游戏和社交媒体的使用可能在一定程度上起到了应对机制的作用,以应对因COVID-19限制而产生的压力和/或无聊。随着时间的推移,这些应对策略可能会变得不适应。结论:COVID-19大流行的限制导致青少年花在游戏和社交媒体上的时间增加,这可能对他们的健康产生负面影响。这项研究强调,鉴于大流行可能意味着在不久的将来日常生活可能继续发生改变,迫切需要考虑青少年的适应性和健康应对战略。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Gaming and social media use among adolescents in the midst of the COVID-19 pandemic.

Gaming and social media use among adolescents in the midst of the COVID-19 pandemic.

Gaming and social media use among adolescents in the midst of the COVID-19 pandemic.

Gaming and social media use among adolescents in the midst of the COVID-19 pandemic.

Background and aims: The COVID-19 pandemic has dramatically changed life circumstances for adolescents worldwide. With schools being closed and regular activities being cancelled, gaming and social media use are activities that might gain in importance. There is a risk that these online behaviours have negative effects on other important activities, such as being physically active, sleeping, and studying, as well as general well-being. The aim of this study was to investigate the effects of the COVID-19 pandemic on gaming and social media use, and its effects on the well-being of adolescents. Methods: A total of 1232 adolescents (82.5% female) participated in an anonymous web survey containing questions on gaming, social media use, and perceived negative consequences of gaming and social media use during the COVID-19 pandemic. The results were analysed with a quasi-Poisson regression model. Results: The results indicated an increase in gaming and social media use, which was associated with negative consequences and perceived well-being. A majority of adolescents reported that they used social media more than they felt comfortable with. There were large differences between boys and girls, with girls being more negatively affected across measures. Discussion: The increase in gaming and social media use during the COVID-19 pandemic might have negative effects on the well-being of adolescents, and on other activities that are important to health. Our interpretation of the findings is that gaming and social media use might partly function as coping mechanisms to deal with stress and/or boredom resulting from COVID-19 restrictions. There is a risk that these coping strategies become maladaptive over time. Conclusions: The restrictions from the COVID-19 pandemic have resulted in an increase in the amount of time adolescents spend gaming and on social media, which might have negative effects on their well-being. This study highlights the urgent need to consider adaptive and healthy coping strategies for adolescents given the pandemic may mean that daily living could continue to be altered in the near future.

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来源期刊
CiteScore
3.90
自引率
11.80%
发文量
36
审稿时长
30 weeks
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