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Internet use and electronic gaming by children and adolescents with emotional and behavioural problems in Australia – results from the second Child and Adolescent Survey of Mental Health and Wellbeing

机译:澳大利亚有情感和行为问题的儿童和青少年使用互联网和电子游戏–来自第二次《儿童和青少年心理健康与福祉调查》的结果

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Background Concerns have been raised of a potential connection between excessive online activity outside the academic realm and increased levels of psychological distress in young people. Young Minds Matter: the second Australian Child and Adolescent Survey of Mental Health and Wellbeing provides estimates of the prevalence of online activity and allows an exploration of associations between this activity, a range of mental disorders, socio-demographic characteristics and risk taking behaviour. Methods Based on a randomized nationally representative sample, a household survey of mental health and wellbeing (Young Minds Matter) was conducted in 2013-14. Interviews were conducted with 6,310 parents and carers of 4–17 year-olds (55?% response rate), together with self-report questionnaires completed by 2,967 11–17 year-olds in these households (89?% response rate). The survey identified a range of mental disorders and emotional problems using a variety of diagnostic tools, with the self-report including questions about use of the Internet and electronic games. Five behaviours were measured related to this activity, with ‘problem behaviour’ being defined as exhibiting at least four out of five behaviours. Results Levels of Internet use (98.9?%, CI 98.5–99.3?%) and electronic gaming (85.3?%, CI 83.9–86.6?%) were high, and 3.9?% (CI 3.2–4.6?%) of young people reported problem behaviour. The proportion of girls with very high levels of psychological distress and problem behaviour (41.8?%,CI 28.8–54.9?%) was twice that for boys (19.4?%, CI 7.7–31.1?%). Those engaging with a range of risk factors reported higher prevalence of problem behaviour than others. Youth who suffered from emotional problems or high levels of psychological distress spent the most time online or playing games. Multivariate analysis showed associations with problem behaviour and having attempted suicide, experiencing high to very high levels of psychological distress, using alcohol, and living in a poorly functioning family. It was not possible to determine the direction of the associations. Conclusion There are links between problem behaviours associated with Internet use and electronic gaming, and mental disorders and risk-taking behaviour in young people. Further studies are required to determine whether these are precursors or sequelae.
机译:背景技术已经引起了人们的关注,即学术界以外的过度在线活动与年轻人心理困扰的加剧之间的潜在联系。年轻人的思想问题:第二次澳大利亚儿童和青少年心理健康与福利调查提供了在线活动的流行程度的估计值,并允许探索该活动,一系列精神障碍,社会人口统计学特征和冒险行为之间的关联。方法在2013-14年,基于全国代表性的随机样本,进行了心理健康和幸福感的家庭调查(Young Minds Matter)。访谈对象是6,310名4-17岁的父母和看护者(55%的回应率),以及这些家庭中2,967名11-17岁的父母完成的自我报告调查表(89%的回应率)。该调查使用各种诊断工具确定了一系列精神障碍和情绪问题,自我报告包括有关使用互联网和电子游戏的问题。与该活动相关的行为有五种,其中“问题行为”被定义为表现出至少五分之四的行为。结果互联网使用率(98.9%,CI 98.5–99.3%)和电子游戏(85.3%,CI 83.9–86.6%)高,年轻人中3.9%(CI 3.2–4.6%)报告的问题行为。心理困扰和问题行为水平很高的女孩比例(41.8%,CI 28.8-54.9%)是男孩的两倍(19.4%,CI 7.7-31.1%)。那些具有多种风险因素的人报告的问题行为发生率比其他人高。遭受情感问题或高度心理困扰的年轻人在网上或玩游戏上花费的时间最多。多变量分析显示与问题行为和企图自杀,经历过高到极高的心理困扰,使用酒精并生活在一个运转不佳的家庭中有关。无法确定关联的方向。结论与互联网使用和电子游戏相关的问题行为与年轻人的精神障碍和冒险行为之间存在联系。需要进一步研究以确定它们是前体还是后遗症。

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