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Mental health and behavioral problems associated with video game playing among Brazilian adolescents
Journal of Addictive Diseases ( IF 1.6 ) Pub Date : 2021-09-13 , DOI: 10.1080/10550887.2021.1971941
Luiza Chagas Brandão 1 , Zila M Sanchez 2 , Patricia P de O Galvão 3 , Márcia Helena da Silva Melo 4
Affiliation  

Abstract

Background

The problematic use of video games is linked to mental health and behavioral problems among adolescents. World reported averages for problematic use range from 1.3% to 19.3%. This is the first study to investigate these problems among Brazilian adolescents.

Objectives

This study aimed to describe the prevalence of the non-problematic and problematic use of video games among Brazilian adolescents, and to assess mental health and behavioral problems associated with both types of use.

Methods

This study used the baseline data of a cluster randomized controlled trial that evaluated the effectiveness of the school-based program #Tamojunto2.0. The sample included 3,939 eighth-grade students who answered an anonymous self-report questionnaire. Video game use was investigated through a question, and problematic use was assessed using a scale. Weighted logistic regressions were used to investigate the associated factors.

Results

The results show that 85.85% of the children reported playing video games in the past year, 28.17% fulfilled our criteria for problematic use. Non-problematic video game use is associated with being male, younger ages, and bullying perpetration. Problematic video game use is associated with being male, tobacco and alcohol use, bullying perpetrators, and bullying victims, with abnormal levels of hyperactivity/inattention, social behavior problems, conduct problems, peer relationship problems, and emotional symptoms.

Conclusion

Brazilian adolescents’ self-reported use of video games is compatible with the world average, but the percentage of those who showed problematic use is higher than the world average. This study demonstrates the need for investigating how to prevent and intervene in this situation.



中文翻译:

与巴西青少年玩电子游戏相关的心理健康和行为问题

摘要

背景

视频游戏的问题使用与青少年的心理健康和行为问题有关。世界报告的有问题使用的平均值为 1.3% 至 19.3%。这是第一项在巴西青少年中调查这些问题的研究。

目标

本研究旨在描述巴西青少年无问题和有问题地使用电子游戏的普遍性,并评估与这两种使用类型相关的心理健康和行为问题。

方法

本研究使用了一项集群随机对照试验的基线数据,该试验评估了以学校为基础的计划#Tamojunto2.0 的有效性。样本包括 3,939 名回答匿名自我报告问卷的八年级学生。通过问题调查视频游戏的使用,并使用量表评估有问题的使用。加权逻辑回归用于研究相关因素。

结果

结果显示,85.85% 的儿童报告在过去一年玩过电子游戏,28.17% 的儿童符合我们的问题使用标准。没有问题的视频游戏使用与男性、年龄较小和欺凌行为有关。有问题的电子游戏使用与男性、烟草和酒精使用、欺凌肇事者和欺凌受害者有关,与异常程度的多动/注意力不集中、社会行为问题、行为问题、同伴关系问题和情绪症状有关。

结论

巴西青少年自我报告的电子游戏使用情况与世界平均水平相符,但显示有问题的使用比例高于世界平均水平。这项研究表明有必要调查如何预防和干预这种情况。

更新日期:2021-09-13
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