博弈的遗传学:一项纵向双胞胎研究

JCPP advances Pub Date : 2023-05-28 DOI:10.1002/jcv2.12179
Anders Nilsson, Ralf Kuja-Halkola, Paul Lichtenstein, Henrik Larsson, Sebastian Lundström, Helena Fatouros-Bergman, Nitya Jayaram-Lindström, Yasmina Molero
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引用次数: 1

摘要

游戏在儿童和青少年中是一种流行的消遣活动,但它也可能与心理困扰和学业成绩下降等负面后果有关。然而,关于游戏的核心特征(如遗传性、时间稳定性和性别差异)仍然存在基本的知识缺口。我们研究了遗传和环境因素对游戏行为的影响,包括性别差异、连续性和变化。这是第一个关于游戏的纵向双胞胎研究,涉及瑞典的32006对双胞胎。父母被问及双胞胎在9岁、15岁和18岁时的游戏情况。我们使用单变量和多变量双胞胎分析来估计遗传和环境影响在每个时间点以及跨越时间的相对贡献。性别差异也被探讨。结果结果显示出较大的性别差异,其中遗传解释了男孩(31.3%-62.5%,取决于年龄)比女孩(19.4%-23.4%)更多的差异。遗传因素解释了男孩的差异增加(9岁时为31.3%,15岁时为62.5%,18岁时为53.9%)。在女孩中,共同的环境因素解释了更大比例的差异,随着时间的推移,这种差异保持相对稳定(9岁时为70.5%,15岁时为61.8%,18岁时为60.5%)。结果还表明,大多数差异来自每个年龄段特定的遗传和环境来源。与赌博等其他行为表型相比,游戏具有较大程度的遗传创新,相对不稳定。遗传和环境因素的影响存在较大的性别差异。这表明过度游戏可能是年龄和性别特定的遗传和环境因素的结果,在绘制游戏行为时应该考虑到这些因素,因为这些行为可能处于持续的病因转变中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

The genetics of gaming: A longitudinal twin study

The genetics of gaming: A longitudinal twin study

Background

Gaming is a popular past-time activity among children and adolescents, but it there is also a possible link to negative consequences such as psychological distress and lowered academic achievement. However, there are fundamental knowledge gaps remaining regarding central characteristics of gaming such as heritability, stability over time, and sex differences. We examined the genetic and environmental contribution to gaming behavior, including sex differences, continuity and change, in a longitudinal cohort of twins.

Methods

This is the first longitudinal twin study on gaming, involving 32,006 twins in Sweden. Parents were asked about the twins' gaming at ages 9, 15 and 18. We used univariate and multivariate twin analyses to estimate the relative contribution of genetic and environmental influences at each time-point as well as across time. Sex-differences were also explored.

Results

The results showed large sex differences, where genetics explained more of the variance for boys (31.3%–62.5% depending on age) than for girls (19.4%–23.4%). Genetic factors explained an increasing amount of the variance for boys (31.3% at age 9, 62.5% at age 15 and 53.9% at age 18). Shared environmental factors explained a larger proportion of the variance among girls, which remained relatively stable over time (70.5% at age 9, 61.8% at age 15 and 60.5% at age 18). The results also indicated that most of the variance came from genetic and environmental sources specific to each age.

Conclusions

Compared to many other behavioral phenotypes, such as gambling, gaming was relatively unstable with a large degree of genetic innovation. There were large sex differences in the contribution of genetic and environmental factors. This suggests that excessive gaming could be the result of age- and sex-specific genetic and environmental factors, and should be taken into account when mapping gaming behaviors, since these behaviors might be under continual etiological transformation.

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