Longitudinal Dynamic Relationships Between Videogame Use and Symptoms of Gaming Disorder and Depression Among Chinese Children and Adolescents.

IF 3.7 1区 心理学 Q1 PSYCHOLOGY, DEVELOPMENTAL Journal of Youth and Adolescence Pub Date : 2025-02-01 Epub Date: 2024-08-12 DOI:10.1007/s10964-024-02068-6
Mengmeng Zhang, Qian Nie, Wenting Ye, Yifan Wang, Zhiwei Yang, Zhaojun Teng
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Abstract

Although previous studies have shown a close relationship between gaming disorder and depressive symptoms, few have measured normal videogame use, symptoms of gaming disorder, and depressive symptoms concurrently. The longitudinal dynamics between these variables remain unclear. This study used two demographic cohorts to examine the longitudinal relationship between gaming and depressive symptoms: children (n = 1513, 46.9% girls, Mage ± SD = 9.63 ± 0.58 years) and adolescents (n = 1757, 48.5% girls, Mage ± SD = 12.55 ± 0.70 years). Random intercept cross-lagged panel models (RI-CLPMs) were employed to distinguish between within- and between-person levels of gaming and depressive symptoms. The RI-CLPM results showed a stable link between symptoms of gaming disorder and depression at the between-person level for both children and adolescents. At the within-person level, among children, depressive symptoms positively predicted subsequent gaming disorder symptoms, but gaming disorder symptoms were not a significant predictor of depressive symptoms at this level. Among adolescents, there was no significant cross-lagged effect between symptoms of gaming disorder and depression at the within-person level. Additionally, there was no significant cross-lagged effect between normal videogame use and depressive symptoms in either cohort. These results highlight the different effects of normal videogame use and gaming disorder symptoms associated with depressive symptoms. The different effects on children and adolescents underscore the importance of considering the different developmental stages in the study of gaming and mental health outcomes.

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中国儿童和青少年使用电子游戏与游戏障碍和抑郁症状之间的纵向动态关系。
尽管以往的研究表明游戏障碍与抑郁症状之间存在密切关系,但很少有研究同时测量正常的电子游戏使用情况、游戏障碍症状和抑郁症状。这些变量之间的纵向动态关系仍不清楚。本研究使用两个人口学队列来研究游戏与抑郁症状之间的纵向关系:儿童(n = 1513,46.9% 为女孩,Mage ± SD = 9.63 ± 0.58 岁)和青少年(n = 1757,48.5% 为女孩,Mage ± SD = 12.55 ± 0.70 岁)。随机截距交叉滞后面板模型(RI-CLPM)用于区分游戏和抑郁症状的人内和人际水平。随机截距交叉滞后面板模型(RI-CLPM)的结果显示,在人与人之间,儿童和青少年的游戏障碍症状与抑郁症状之间存在稳定的联系。在人与人之间的层面上,儿童的抑郁症状对随后出现的游戏障碍症状有积极的预测作用,但在这一层面上,游戏障碍症状对抑郁症状的预测作用并不显著。在青少年中,游戏障碍症状与抑郁症状之间的交叉滞后效应在人内水平上并不显著。此外,正常使用电子游戏与抑郁症状之间也没有明显的交叉滞后效应。这些结果凸显了正常使用电子游戏和游戏障碍症状对抑郁症状的不同影响。对儿童和青少年的不同影响强调了在研究游戏和心理健康结果时考虑不同发育阶段的重要性。
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来源期刊
Journal of Youth and Adolescence
Journal of Youth and Adolescence PSYCHOLOGY, DEVELOPMENTAL-
CiteScore
8.20
自引率
6.10%
发文量
155
期刊介绍: Journal of Youth and Adolescence provides a single, high-level medium of communication for psychologists, psychiatrists, biologists, criminologists, educators, and researchers in many other allied disciplines who address the subject of youth and adolescence. The journal publishes quantitative analyses, theoretical papers, and comprehensive review articles. The journal especially welcomes empirically rigorous papers that take policy implications seriously. Research need not have been designed to address policy needs, but manuscripts must address implications for the manner society formally (e.g., through laws, policies or regulations) or informally (e.g., through parents, peers, and social institutions) responds to the period of youth and adolescence.
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