Based on a randomized nationally representative sample, a household survey of mental health and wellbeing (Young Minds Matter) was conducted in 2013-14. Interviews were conducted with 6,310 parents and carers of 4-17 year-olds (55 % response rate), together with self-report questionnaires completed by 2,967 11-17 year-olds in these households (89 % response rate). The survey identified a range of mental disorders and emotional problems using a variety of diagnostic tools, with the self-report including questions about use of the Internet and electronic games. Five behaviours were measured related to this activity, with \'problem behaviour\' being defined as exhibiting at least four out of five behaviours.
Levels of Internet use (98.9 %, CI 98.5-99.3 %) and electronic gaming (85.3 %, CI 83.9-86.6 %) were high, and 3.9 % (CI 3.2-4.6 %) of young people reported problem behaviour. The proportion of girls with very high levels of psychological distress and problem behaviour (41.8 %,CI 28.8-54.9 %) was twice that for boys (19.4 %, CI 7.7-31.1 %). Those engaging with a range of risk factors reported higher prevalence of problem behaviour than others. Youth who suffered from emotional problems or high levels of psychological distress spent the most time online or playing games. Multivariate analysis showed associations with problem behaviour and having attempted suicide, experiencing high to very high levels of psychological distress, using alcohol, and living in a poorly functioning family. It was not possible to determine the direction of the associations.
There are links between problem behaviours associated with Internet use and electronic gaming, and mental disorders and risk-taking behaviour in young people. Further studies are required to determine whether these are precursors or sequelae.
基于随机的全国代表性样本,在2013-14年度进行了一项关于心理健康和福祉的家庭调查(青年思想很重要).对6,310名4-17岁的父母和照顾者进行了访谈(回应率为55%),以及这些家庭中2,967名11-17岁儿童完成的自我报告问卷(答复率为89%)。该调查使用各种诊断工具确定了一系列精神障碍和情绪问题,自我报告,包括有关使用互联网和电子游戏的问题。测量了与此活动相关的五种行为,“问题行为”被定义为表现出至少五分之四的行为。
互联网使用水平(98.9%,CI98.5-99.3%)和电子游戏(85.3%,CI83.9-86.6%)很高,3.9%(CI3.2-4.6%)的年轻人报告了问题行为。心理困扰和问题行为非常严重的女孩比例(41.8%,CI28.8-54.9%)是男孩的两倍(19.4%,CI7.7-31.1%)。那些参与一系列风险因素的人报告说,问题行为的患病率高于其他人。患有情绪问题或高度心理困扰的年轻人花费最多的时间上网或玩游戏。多变量分析显示与问题行为和自杀未遂有关,经历高度到非常高的心理困扰,使用酒精,生活在一个功能不佳的家庭。无法确定关联的方向。
与互联网使用和电子游戏相关的问题行为之间存在联系,年轻人的精神障碍和冒险行为。需要进一步的研究来确定这些是前体还是后遗症。