暴力电子游戏与黎巴嫩男性青少年心理健康的关系

IF 0.7 Q4 FAMILY STUDIES Vulnerable Children and Youth Studies Pub Date : 2022-12-22 DOI:10.1080/17450128.2022.2160884
M. Akel, Iqbal M. Fahs, C. Haddad, N. Kheir, S. Obeid, S. Hallit
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引用次数: 0

摘要

多年来,暴力视频游戏对青少年心理健康的影响一直是卫生保健专业人员和政策制定者极为重视的问题。黎巴嫩受到政治和经济事件的困扰,这些事件导致精神障碍的发病率上升,特别是在儿童和青少年中。本研究旨在研究暴力电子游戏与黎巴嫩男性青少年的心理健康问题(包括攻击性、抑郁、焦虑和失眠)之间的关系。这是一项横断面调查研究,招募了388名来自9年级、10年级、11年级和12年级(13-17岁)的男生。这些学生是在2019年10月至12月期间从黎巴嫩的五所学校抽取的。电子游戏问卷用于评估游戏使用频率、暴力内容(血腥)程度和暴力图像程度,巴斯和佩里攻击性量表用于评估攻击性行为,关于攻击性行为的认知和信念用于评估攻击性行为的规范信念,患者健康问卷-9用于评估抑郁,汉密尔顿焦虑评定量表用于评估焦虑,黎巴嫩失眠量表用于评估失眠。调整年龄和家庭拥挤指数后进行多变量协方差分析(MANCOVA)。结果显示,较高的电子游戏总分与较高的焦虑(Beta = 0.039)、失眠(Beta = 0.042)、总攻击性(Beta = 0.141)和对攻击性的认可(Beta = 0.061)显著相关,但与抑郁(Beta = 0.009)无关。我们的研究结果揭示了黎巴嫩男性青少年中较高的暴力视频暴露与较高的攻击性、攻击性、焦虑和失眠的认可之间的联系。这些数据可以作为家长、卫生保健提供者和教师提高意识和保护青少年免受暴力电子游戏可能产生的负面影响的框架。
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Association of violent video gaming with mental health among male teenagers in Lebanon
ABSTRACT The impact of violent video gaming on the mental health of adolescents has been of extreme importance to health care professionals and policy makers for many years. Lebanon is gripped by political and economic events that contribute to the increased prevalence of mental disorders especially among children and adolescents. This study sought to examine the association between violent video gaming and mental health problems including aggression, depression, anxiety, and insomnia among male teenagers in Lebanon. This is a cross-sectional survey study that enrolled a sample of 388 male students from grades 9, 10, 11 and 12 (13–17 years of age). The students were drawn from five Lebanese schools between October and December 2019. The Video Game Questionnaire was used to assess the games use frequencies, the degree of violent content (blood), and the degree of violent images, the Buss and Perry Scale for aggression, the Normative Beliefs about Aggression for the perceptions and beliefs about behaving aggressively, the Patient Health Questionnaire-9 for depression, the Hamilton Anxiety Rating Scale for anxiety and the Lebanese Insomnia Scale for insomnia. A multivariate analysis of covariance (MANCOVA) was carried out after adjusting for age and household crowding index. The results showed that higher video gaming total score was significantly associated with higher anxiety (Beta = 0.039), insomnia (Beta = 0.042), total aggression (Beta = 0.141) and approval of aggression (Beta = 0.061), but not depression (Beta = 0.009). Our findings reveal the association between higher violent VGs exposure and higher approval of aggression, aggression, anxiety and insomnia among male teenagers in Lebanon. Such data can be relied on as a framework for parents, health care providers and teachers to increase awareness and protect our teenagers from the possible negative effect of violent video gaming.
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来源期刊
CiteScore
1.90
自引率
0.00%
发文量
33
期刊介绍: Vulnerable Children and Youth Studies is an essential peer-reviewed journal analyzing psychological, sociological, health, gender, cultural, economic, and educational aspects of children and adolescents in developed and developing countries. This international publication forum provides a much-needed interdisciplinary focus on vulnerable children and youth at risk, specifically in relation to health and welfare issues, such as mental health, illness (including HIV/AIDS), disability, abuse, neglect, institutionalization, poverty, orphanhood, exploitation, war, famine, and disaster.
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