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Leisure and Problem Gaming Behaviors Among Children and Adolescents During School Closures Caused by COVID-19 in Hong Kong: Quantitative Cross-sectional Survey Study

机译:Covid-19在香港Covid-19造成的儿童和青少年中的休闲和问题游戏行为:定量横断面调查研究

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Background School closures during the COVID-19 pandemic may have exacerbated students’ loneliness, addictive gaming behaviors, and poor mental health. These mental health issues confronting young people are of public concern. Objective This study aimed to examine the associations between loneliness and gaming addiction behaviors among young people in Hong Kong and to investigate how familial factors, psychological distress, and gender differences moderate these relationships. Methods This cross-sectional study was conducted in June 2020 when schools reopened after 6 months of school closures. Participants included 2863 children and adolescents in primary (Grades 4 to 6) and secondary (Grades 7 and 8) schools (female participants: 1502/2863, 52.5%). Chi-square tests, one-way analyses of variance, and independent-samples t tests were performed to compare the differences of distribution in gaming addiction behaviors across gender, age, and other sociodemographic characteristics. Multinomial logistic regression analyses were conducted to identify factors that relate to excessive or pathological gaming behaviors separately, in comparison with leisure gaming. Results A total of 83.0% (2377/2863) of the participants played video games during the COVID-19 pandemic. The prevalence of excessive and pathological game addiction behaviors was 20.9% (597/2863) and 5.3% (153/2863), respectively. More male students had gaming addiction symptoms than female students. The multinomial logistic regressions showed that feeling lonely was associated with more problematic gaming behaviors, and the association was stronger for older female students. Low socioeconomic status, less parental support and less supervision, and poor mental health were risk factors for gaming addiction behaviors, especially among primary school students. Conclusions Loneliness was associated with gaming addiction behaviors; the findings from this study suggested that this association was similar across gender and age groups among young people. Familial support and supervision during school closures can protect young people from developing problematic gaming behaviors. Results of this study have implications for prevention and early intervention on behalf of policy makers and game developers.
机译:Covid-19大流行期间的背景学校封闭可能会加剧学生的孤独,令人上瘾的游戏行为和贫困心理健康。这些面对年轻人的心理健康问题是公众关注的。目的本研究旨在审查香港青少年孤独和游戏成瘾行为的协会,并调查家庭因素,心理困扰和性别差异之间的间谍这些关系。方法在6个月的学校关闭后重新开放时,这项横断面研究是在6月20日进行的。参与者包括2863名初级儿童和青少年(年级4至6级)和中学(7和8年级)学校(女性参与者:1502/2863,52.5%)。 Chi-Square测试,单向分析以及独立样品T测试进行了比较,以比较性别,年龄和其他社会造影特征的游戏成瘾行为的分布差异。与休闲游戏相比,进行了多项式逻辑回归分析以识别与过度或病态游戏行为有关的因素。结果共有83.0%(2377/2863)参与者在Covid-19大流行期间发挥了视频游戏。过度和病理较痛苦行为的患病率分别为20.9%(597/2863)和5.3%(153/2863)。比女学生更多的男学生有游戏成瘾症状。多项逻辑回归表明,感觉孤独与更有问题的游戏行为有关,而且该协会对年龄较大的女学生更加强大。低社会经济地位,较少的父母支持和监督较少,心理健康状况差是游戏成瘾行为的危险因素,特别是小学生。结论孤独与游戏成瘾行为有关;本研究的调查结果表明,这种协会在年轻人之间的性别和年龄组中相似。学校封闭期间的家庭支持和监督可以保护年轻人免于发展有问题的游戏行为。该研究的结果对预防和提前干预代表政策制定者和游戏开发商有影响。

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