Violent video gaming among French adolescents: Impact on mental health by gender.

Mireille Cosquer, Clara Finck, Catherine Jousselme, Aline Lefebvre
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Abstract

Background: Nowadays, video games are very popular among teenagers. This popularity generates concerns, whether in the media, among families or among the scientific community, who wonder about their potential harmful effects. The aim of this study was to assess the association between different types of use of video games (absence of use, use of violent video games, use of non-violent video games) and mental health and aggression.

Methods: Data was drawn from a French cross-sectional study entitled "Portrait d'Adolescents" which included 15,235 adolescents using anonymous self-administered questionnaires. We defined three groups of use of video games (absence of use, use of violent video games, use of non-violent video games) and explored the association with mental health indicators among boys and girls.

Results: The group categorized as "non-gamers" consisted of 1288 adolescents (8.5%), while the "non-violent video gamers" group comprised 8380 adolescents (55.5%) and the "violent video gamers" group included 5430 participants (36%). Among adolescent boys, there was no observed association between responses to mental health-related questions and the type of video game playing. However, in the "violent video gamers" group, a higher percentage of boys (6.8%) reported engaging in self-harm behaviors (p=0.001). In contrast, in the "non-violent video gamers" group, a lower proportion of boys (9.4%) reported participating in dangerous games (p<0.0001). For girls, the "violent video gamers" group exhibited a higher proportion of responses indicating poorer mental health across all explored items: 22.8% reported a history of suicide attempts (p<0.0001), 22.3% reported depression (p<0.0001), 17.8% reported self harm (p<0.0001), and 11.2% reported participating in dangerous game (p<0.0001).

Conclusion: Violent video games appear to be associated with varying behaviors depending on the gender of adolescents, and notably contribute to much poorer mental health among adolescent girls.

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法国青少年的暴力视频游戏:不同性别对心理健康的影响
背景介绍如今,电子游戏在青少年中非常流行。无论是媒体、家庭还是科学界都对电子游戏的潜在危害表示担忧。本研究旨在评估使用电子游戏的不同类型(不使用、使用暴力电子游戏、使用非暴力电子游戏)与心理健康和攻击行为之间的关系:数据来自法国一项名为 "青少年画像 "的横断面研究,该研究使用匿名自填问卷调查了 15,235 名青少年。我们将使用电子游戏的情况分为三类(不使用、使用暴力电子游戏、使用非暴力电子游戏),并探讨了电子游戏与男孩和女孩心理健康指标的关系:结果:被归为 "不玩电子游戏 "组的青少年有 1288 人(占 8.5%),"非暴力电子游戏 "组有 8380 人(占 55.5%),"暴力电子游戏 "组有 5430 人(占 36%)。在青少年男孩中,没有观察到对心理健康相关问题的回答与电子游戏类型之间的联系。然而,在 "暴力电子游戏玩家 "组中,有较高比例的男孩(6.8%)报告有自残行为(p=0.001)。相比之下,在 "非暴力电子游戏玩家 "组中,报告参与危险游戏的男孩比例较低(9.4%)(p 结论:暴力电子游戏似乎与儿童的自残行为有关:根据青少年的性别,暴力电子游戏似乎与不同的行为有关,尤其是会导致少女的心理健康状况更差。
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来源期刊
CiteScore
4.60
自引率
7.40%
发文量
162
审稿时长
6-12 weeks
期刊介绍: Une revue française de renommée internationale. - Un comite de rédaction représentant tous les aspects de la prise en charge psychiatrique du patient. - Une sélection rigoureuse d''articles faisant l''objet de plusieurs expertises. - Des travaux d''auteurs et de chercheurs de renommée internationale. - Des indexations dans les grandes bases de données (Current Contents, Excerpta Medica, etc.). - Un facteur d''impact qui témoigne de la grande notoriété de la revue. La tribune des publications originales de haut niveau. - Une très grande diversité des sujets traités, rigoureusement sélectionnés à travers des sommaires dynamiques : - des éditoriaux de médecins référents, - une revue de presse sur les actualités internationales, - des articles originaux pour approfondir vos connaissances, - des mises au point et des cas cliniques pour engager votre réflexion sur les indications et choix possibles au travers de mises en situation clinique, - des dossiers thématiques pour faire le tour d''une question. - L''actualité de l''AFPB : L''Encéphale publie régulièrement des comptes rendus de l''Association française de psychiatrie clinique.
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