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Differences in associations between problematic video-gaming, video-gaming duration, and weapon-related and physically violent behaviors in adolescents.
Journal of Psychiatric Research ( IF 3.7 ) Pub Date : 2019-11-14 , DOI: 10.1016/j.jpsychires.2019.11.005
Zu Wei Zhai 1 , Rani A Hoff 2 , Jordan C Howell 1 , Jeremy Wampler 3 , Suchitra Krishnan-Sarin 2 , Marc N Potenza 4
Affiliation  

Seemingly mixed findings have been reported on possible relationships between video-gaming and violent or aggressive behaviors. Given the prevalence of gaming in adolescents and potential harms associated with violent behaviors, relationships between problematic gaming, gaming engagement, and risk behaviors involving weapons and physical violence require further research. This study examined in a large sample of high-school students the relationships between problem-gaming severity, gaming duration, and violence-related measures including weapon-carrying, having been threatened by someone with a weapon, perceived insecurity, physical fights and serious fights leading to injuries. Potential moderation by sensation-seeking and impulsivity was also tested. Participants were 3,896 Connecticut high-school adolescents. Chi-square, logistic regression, and moderation models were conducted. Adolescents with at-risk/problem gaming, compared to low-risk and non-gaming adolescents, reported more weapon-carrying, having been threatened with weapons, feeling unsafe at school, and serious fighting leading to injury. Among those reporting gaming, weekly time spent gaming was associated with problem-gaming severity. Those with longer (versus shorter) gaming durations were more likely to report weapon-carrying and feeling unsafe at school. Sensation-seeking moderated associations between at-risk/problem gaming and weapon-carrying frequency. Associations between gaming quantity and problem-gaming severity and measures of weapon-carrying and physical violence in adolescents suggest that understanding further their mechanistic relationships may be important in promoting safer developmental trajectories for youth. Future longitudinal studies may provide important insight into the etiologies underlying these relationships and such information may help develop more effective prevention and intervention strategies.

中文翻译:

有问题的视频游戏,视频游戏的持续时间以及青少年与武器相关的暴力行为和肢体暴力行为之间的关联差异。

关于视频游戏与暴力或攻击行为之间可能的关系的报道似乎有混杂的发现。鉴于青少年游戏盛行以及与暴力行为相关的潜在危害,问题游戏,游戏参与以及涉及武器和身体暴力的危险行为之间的关系需要进一步研究。这项研究在一大批高中学生中研究了问题游戏的严重性,游戏持续时间以及与暴力相关的措施之间的关系,其中包括携带武器,受到武器威胁,察觉到不安全感,人身打斗和认真打斗等暴力相关措施导致受伤。还测试了通过感觉寻求和冲动进行的电位调节。参加者为康涅狄格州3,896名高中青少年。卡方,逻辑回归,并进行了适度模型。与低风险和无游戏的青少年相比,有高风险/问题游戏的青少年报告携带更多武器,受到武器威胁,在学校感到不安全以及严重的战斗导致受伤。在那些报告游戏的人中,每周花在游戏上的时间与问题游戏的严重性有关。那些游戏时间较长(相对较短)的人更有可能报告携带武器,并在学校感到不安全。在风险/问题游戏与武器携带频率之间寻求感觉的适度关联。青少年的游戏量和问题游戏的严重性以及武器携带和身体暴力的测量之间的关联表明,进一步了解他们的机械关系对于促进青年人更安全的发展轨迹可能很重要。未来的纵向研究可能会提供有关这些关系的病因的重要见解,而此类信息可能有助于制定更有效的预防和干预策略。
更新日期:2019-11-14
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