儿童和青少年自我报告的游戏习惯——对9 - 15岁学龄儿童游戏的探索性横断面研究

Malin Olsen , Frida André , Carl Delfin , Anders Håkansson , Emma Claesdotter-Knutsson
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引用次数: 0

摘要

背景游戏是儿童和青少年最常见的休闲活动之一:瑞典几乎每个孩子都玩某种形式的网络游戏。然而,人们对发展为网络游戏障碍等精神障碍的风险表示担忧。大量研究集中在评估游戏时间以及游戏活动对儿童生活的负面影响上,但很少有研究集中在儿童对游戏的自我评价以及他们对游戏好习惯和坏习惯的感知上。目的本探索性研究的第一个目的是描述儿童和青少年对游戏习惯的自我评价。其次,我们调查了儿童和青少年如何看待父母参与游戏,以及这是否对他们自己的、自我报告的游戏习惯有任何影响。方法瑞典马尔默市公立学校9-15岁(N=541)儿童和青少年完成了一项数字调查。数据收集于2021年10月26日至12月3日。结果有两个变量是想要帮助减少游戏的重要预测因素:年龄较小和被归类为过度玩家。四个变量成为想要更多比赛的重要预测因素:女孩;被归类为直接玩家;曾经与父母就游戏问题发生过争吵;并将游戏评为一项价值极高的活动。结论我们的研究结果有助于理解是什么因素影响儿童和青少年增加游戏时间的愿望或在游戏行为方面寻求帮助的意愿。总的来说,我们的发现可以用于指导该领域的进一步、更深入的研究。
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Children and adolescent's self-reported gaming habits – An exploratory, cross-sectional study of gaming among 9–15-year-old school children

Background

Gaming is one of the most common leisure activities among children and adolescents: virtually every child in Sweden plays some form of internet games. However, concerns have been raised regarding the risk of developing psychiatric disorders such as internet gaming disorder. A significant amount of research has been focused on evaluating hours spent gaming and the negative effect the activity has on children's lives, but few studies have focused on children's self-evaluation of their gaming and their perception of good and bad gaming habits.

Aims

The first aim of this exploratory study was to describe children's and adolescents’ self-evaluation of their gaming habits. Secondly, we investigated how children and adolescents perceive their parents’ involvement in gaming, and whether this has any effect on their own, self-reported gaming habits.

Methods

Children and adolescents aged 9–15 (N = 541) attending public schools in Malmö, Sweden completed a digital survey. The data were collected between October 26 and December 3, 2021.

Results

Two variables emerged as significant predictors of wanting help with reducing gaming: younger age and classification as an excessive gamer. Four variables emerged as significant predictors of wanting to game more: being a girl; being classified as an immediate gamer; having ever had arguments with their parents about gaming; and rating gaming as a highly valued activity.

Conclusion

Our findings contribute to the understanding of what factors influence children's and adolescents’ desire to either increase their time spent gaming or their willingness to get help regarding gaming behaviors. Overall, our findings may be used to guide further, more in-depth research in this domain.

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来源期刊
Emerging trends in drugs, addictions, and health
Emerging trends in drugs, addictions, and health Pharmacology, Psychiatry and Mental Health, Forensic Medicine, Drug Discovery, Pharmacology, Toxicology and Pharmaceutics (General)
CiteScore
2.40
自引率
0.00%
发文量
0
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