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Daily Violent Video Game Playing and Depression in Preadolescent Youth

机译:青春期青少年日常暴力视频游戏和抑郁

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摘要

Most studies on the impact of playing violent video games on mental health have focused on aggression. Relatively few studies have examined the relationship between playing violent video games and depression, especially among preadolescent youth. In this study, we investigated whether daily violent video game playing over the past year is associated with a greater number of depressive symptoms among preadolescent youth, after controlling for several well-known correlates of depression among youth. We analyzed cross-sectional data collected from 5,147 fifth-grade students and their primary caregivers who participated in Wave I (2004-2006) of Healthy Passages, a community-based longitudinal study conducted in three U.S. cities. Linear regression was conducted to determine the association between violent video game exposure and number of depressive symptoms, while controlling for gender, race/ethnicity, peer victimization, witnessing violence, being threatened with violence, aggression, family structure, and household income level. We found that students who reported playing high-violence video games for >= 2 hours per day had significantly more depressive symptoms than those who reported playing low-violence video games for <2 hours per day (p < 0.001). The magnitude of this association was small (Cohen's d = 0.16), but this association was consistent across all racial/ethnic subgroups and among boys (Cohen's d values ranged from 0.12 to 0.25). Our findings indicate that there is an association between daily exposure to violent video games and number of depressive symptoms among preadolescent youth. More research is needed to examine this association and, if confirmed, to investigate its causality, persistence over time, underlying mechanisms, and clinical implications.
机译:关于玩暴力视频游戏对心理健康影响的大多数研究都集中在攻击性上。相对较少的研究检查了暴力视频游戏与抑郁之间的关系,尤其是在青春期前的年轻人中。在这项研究中,我们在控制了年轻人中与抑郁症相关的几种众所周知的相关因素之后,调查了过去一年中每天玩的暴力视频游戏是否与更多的抑郁症症状相关联。我们分析了从5147名五年级学生及其主要护理人员收集的横断面数据,这些数据参加了在美国三个城市进行的以社区为基础的纵向研究第一轮(2004-2006年)。进行了线性回归,以确定暴力视频游戏暴露与抑郁症状数量之间的关联,同时控制性别,种族/民族,同伴受害,目击暴力,遭受暴力威胁,侵略,家庭结构和家庭收入水平。我们发现,报告每天玩≥2小时的高暴力视频游戏的学生比每天报告玩<2小时的低暴力视频游戏的学生有更多的抑郁症状(p <0.001)。这种联系的程度很小(Cohen d = 0.16),但是在所有种族/族裔亚组以及男孩之间这种联系都是一致的(Cohen d值范围从0.12至0.25)。我们的研究结果表明,每天接触暴力视频游戏与青春期前青少年的抑郁症状数量之间存在关联。需要更多的研究来检查这种关联,如果被证实,还需要调查其因果关系,随时间的持久性,潜在的机制以及临床意义。

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  • 来源
    《CyberPsychology & Behavior》 |2014年第9期|609-615|共7页
  • 作者单位

    Univ Texas Hlth Sci Ctr Houston UTHlth, Sch Publ Hlth, Ctr Hlth Promot & Prevent Res, Houston, TX 77030 USA;

    Univ Texas Hlth Sci Ctr Houston UTHlth, Sch Publ Hlth, Ctr Hlth Promot & Prevent Res, Houston, TX 77030 USA;

    Univ Texas Hlth Sci Ctr Houston UTHlth, Sch Publ Hlth, Ctr Hlth Promot & Prevent Res, Houston, TX 77030 USA;

    Univ Texas Hlth Sci Ctr Houston UTHlth, Sch Publ Hlth, Ctr Hlth Promot & Prevent Res, Houston, TX 77030 USA;

    RAND Corp, Santa Monica, CA USA;

    Univ Alabama Birmingham, Sch Publ Hlth, Dept Hlth Behav, Birmingham, AL 35294 USA;

    Univ Alabama Birmingham, Sch Publ Hlth, Dept Hlth Behav, Birmingham, AL 35294 USA;

    Ctr Dis Control & Prevent, Div Adolescent & Sch Hlth, Natl Ctr HIV AIDS Viral Hepatitis STD & TB Preven, Atlanta, GA USA;

    RAND Corp, Santa Monica, CA USA;

    RAND Corp, Santa Monica, CA USA|Boston Childrens Hosp, Div Gen Pediat, Dept Med, Boston, MA USA|Harvard Univ, Sch Med, Dept Pediat, Boston, MA 02115 USA;

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