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A cross-national comparison of problematic gaming behavior and well-being in adolescents

机译:青少年问题游戏行为和幸福感的跨国比较

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摘要

Background and aims. The popularity of playing games among adolescents has increased during the last decades, possibly affecting the prevalence of problematic gaming behavior. The current study aimed to compare country-level prevalence rates of adolescents' problematic gaming behavior in five countries and identify cross-cultural similarities and differences in the relationship between problematic gaming and well-being (life satisfaction, psychological complaints, and peer support). Methods. Cross-national data from the Health Behavior in School-aged Children (HBSC) study were used. The sample comprised 14,398 gamers (61% boys) aged 11 to 16 (average age between 13.31 and 13.85) from Azerbaijan, England, Serbia, Slovenia, and the Netherlands. Results. The findings showed that the prevalence of problematic gaming differs between countries. The highest prevalence of problematic gaming was seen in Azerbaijan (16.1%) and the lowest in the Netherlands (4.3%). In contrast, Azerbaijan reported the lowest gaming intensity, whereas the Netherlands and England showed the highest gaming intensity. Additional analyses revealed that problematic gaming was associated with lower life satisfaction, more psychological complaints, and lower peer support in all countries, although the strength of these associations varied between countries. Discussion and conclusions. The current study's results are consistent with the assumption that problematic gaming negatively affects adolescents' social and mental well-being. These findings are further discussed in light of the normalization theory which suggests that cultural gaming norms (i.e., the percentage of gamers per country) would influence the strength of the relationship between problematic gaming and adolescents' well-being. The present findings highlight the need for adequate prevention strategies aiming at problematic gaming among youngsters.
机译:背景和目标。在过去的几十年里,玩游戏在青少年中的流行度有所增加,这可能会影响有问题的游戏行为的普遍性。目前的研究旨在比较五个国家青少年问题游戏行为的国家层面患病率,并确定问题游戏与幸福感(生活满意度、心理投诉和同伴支持)之间关系的跨文化相似性和差异性。方法。使用了来自学龄儿童健康行为 (HBSC) 研究的跨国数据。样本包括来自阿塞拜疆、英格兰、塞尔维亚、斯洛文尼亚和荷兰的 14,398 名年龄在 11 至 16 岁之间(平均年龄在 13.31 至 13.85 岁之间)的游戏玩家(61% 为男孩)。结果。研究结果表明,问题游戏的普遍性因国家而异。问题游戏的流行率最高的是阿塞拜疆 (16.1%),荷兰最低 (4.3%)。相比之下,阿塞拜疆的博弈强度最低,而荷兰和英格兰的博弈强度最高。其他分析显示,在所有国家,有问题的游戏都与较低的生活满意度、更多的心理抱怨和较低的同伴支持有关,尽管这些关联的强度因国家而异。讨论和结论。当前研究的结果与有问题的游戏对青少年的社交和心理健康产生负面影响的假设一致。这些发现根据正常化理论进行了进一步讨论,该理论表明文化游戏规范(即每个国家/地区的游戏玩家百分比)会影响问题游戏与青少年福祉之间关系的强度。目前的调查结果强调需要针对青少年中有问题的游戏制定适当的预防策略。

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