Electronic gaming

电子游戏
  • 文章类型: Systematic Review
    背景:最近有报道称电子游戏是易感个体中危及生命的心律失常的诱发因素。
    目的:本研究的目的是描述处于危险中的人群,心脏事件的性质,以及与电子游戏相关的心律失常相关的游戏类型。
    方法:进行了一系列疑似或证实儿童电子游戏过程中心律失常的多站点国际病例,并对文献进行了系统回顾。
    结果:22例患者(病例系列中18例,经系统评价4例;年龄7-16岁;19例男性[86%])被确定为在电子游戏期间经历过疑似或证实的室性心律失常;6例(27%)经历过心脏骤停,4人(18%)突然死亡。在游戏事件发生之前,有7名(31%)患者进行了心律失常性心脏诊断,之后又有12名(54%)进行了诊断。10例患者(45%)有儿茶酚胺能多形性室性心动过速,4人(18%)有长QT综合征,2(9%)是先天性心脏手术后,2例(9%)患有“特发性”心室纤颤,1(川崎病后)有冠状动脉缺血。在3名患者(14%)中,包括2人死亡,诊断仍然未知。在13名(59%)知道电子游戏细节的患者中,8(62%)是战争游戏。
    结论:电子游戏可以在易感儿童中诱发致死性心律失常。发病率似乎很低,但是这种情况下的晕厥应该彻底调查。在患有心律失常性心脏病的儿童中,特别是电子战游戏是一种有效的心律失常触发因素。
    Electronic gaming has recently been reported as a precipitant of life-threatening cardiac arrhythmia in susceptible individuals.
    The purpose of this study was to describe the population at risk, the nature of cardiac events, and the type of game linked to cardiac arrhythmia associated with electronic gaming.
    A multisite international case series of suspected or proven cardiac arrhythmia during electronic gaming in children and a systematic review of the literature were performed.
    Twenty-two patients (18 in the case series and 4 via systematic review; aged 7-16 years; 19 males [86%]) were identified as having experienced suspected or proven ventricular arrhythmia during electronic gaming; 6 (27%) had experienced cardiac arrest, and 4 (18%) died suddenly. A proarrhythmic cardiac diagnosis was known in 7 (31%) patients before their gaming event and was established afterward in 12 (54%). Ten patients (45%) had catecholaminergic polymorphic ventricular tachycardia, 4 (18%) had long QT syndrome, 2 (9%) were post-congenital cardiac surgery, 2 (9%) had \"idiopathic\" ventricular fibrillation, and 1 (after Kawasaki disease) had coronary ischemia. In 3 patients (14%), including 2 who died, the diagnosis remains unknown. In 13 (59%) patients for whom the electronic game details were known, 8 (62%) were war games.
    Electronic gaming can precipitate lethal cardiac arrhythmias in susceptible children. The incidence appears to be low, but syncope in this setting should be investigated thoroughly. In children with proarrhythmic cardiac conditions, electronic war games in particular are a potent arrhythmic trigger.
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  • 文章类型: Editorial
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  • 文章类型: Journal Article
    背景:最近,据报道,电子游戏是易感个体中危及生命的心律失常的诱因。然而,在电子游戏环境下,遗传性心脏病(GHD)中心脏事件的患病率尚未确定.
    目的:在本研究中,我们试图定义GHD中电子游戏设置中发生的心脏事件的患病率.
    方法:对2000年7月至2022年11月在MayoClinic的遗传性心律诊所进行评估和治疗的所有患者进行回顾性回顾,以确定在发生心脏事件时有玩电子游戏史的患者。心脏事件用于定义诊断前发生的事件,突破性心脏事件(BCE)用于诊断后发生的事件。
    结果:在3,370例GHD患者中(首次评估时的平均年龄为27±19岁,55%女性),1,079(32%)在诊断前发生了心脏事件,5例患者(0.5%)发生电子游戏相关事件(3例儿茶酚胺能多形性室性心动过速,1个长QT综合征,和1个室性早搏触发的心室纤颤)。经过诊断和治疗,431名患者(13%)在随访期间经历了≥1BCE,其中1例电子游戏相关BCE(0.2%)发生在儿茶酚胺敏感性右流出道室性心动过速患者中.
    结论:尽管已经报道了电子游戏相关危及生命的心律失常的传闻病例,在迄今为止最大的单中心研究中,我们表明这些都是极为罕见的。虽然电子游戏会对健康造成不良影响,电子游戏引发的猝死的威胁不应该被用来试图遏制花在游戏上的时间。
    Recently, electronic gaming has been reported as a precipitant of life-threatening cardiac arrhythmias in susceptible individuals. However, the prevalence of cardiac events in genetic heart diseases (GHDs) in the setting of electronic gaming has not been established.
    In this study, we sought to define the prevalence of cardiac events occurring in the setting of electronic gaming in GHDs.
    Retrospective review of all patients evaluated and treated at Mayo Clinic\'s genetic heart rhythm clinic from July 2000 to November 2022 was performed to identify patients with a history of playing electronic games at the time of their cardiac event. Cardiac event was used to define events occurring before diagnosis, and breakthrough cardiac event (BCE) was used for events occurring after diagnosis.
    Of the 3,370 patients with a GHD (mean age at first evaluation 27 ± 19 years, 55% female), 1,079 (32%) had a cardiac event before diagnosis, with 5 patients (0.5%) having an electronic gaming-associated event (3 catecholaminergic polymorphic ventricular tachycardia, 1 long QT syndrome, and 1 premature ventricular contraction-triggered ventricular fibrillation). After diagnosis and treatment, 431 patients (13%) experienced ≥1 BCE during follow-up, of which 1 electronic gaming-associated BCE (0.2%) occurred in a patient with catecholamine-sensitive right outflow tract ventricular tachycardia.
    Although anecdotal cases of electronic gaming-associated life-threatening arrhythmias have been reported, in this largest single-center study to date, we show that these are extremely rare occurrences. While electronic gaming can have adverse health consequences, the threat of electronic gaming-triggered sudden death should not be used to try to curb time spent gaming.
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  • 文章类型: Journal Article
    电子竞技游戏发行商的主体地位是电子竞技系统治理与传统体育的根本区别。在传统体育中没有这样的同等组织。作为营利性公司,出版商开发和销售电子游戏作为其商业产品,因此,拥有专有财产权。发行商控制虚拟运动环境和游戏规则。在传统运动中,相比之下,非营利协会以规范发展体育为核心任务,游戏规则,和许可。有,然而,类似于传统联盟和国家管理机构的电竞协会。鉴于此,我们探索电竞协会如何追求合法性。这项研究是由最近在德国有见地的案例中出现的两个电子竞技协会的经验驱动的,并研究了世界电子竞技协会(WESA)和电子竞技外滩Deutschlande.V.(ESBD)对合法性的追求。该研究基于对55份文件的内容分析和对相关利益相关者的9次访谈。研究结果表明,电竞协会通过将现有结构从传统体育转移到电竞来依靠一致性和操纵策略。最有效的做法是游说社会和公众接受电子竞技,并为电子竞技发展建立支持性网络。虽然出版商基于其产品产权拥有无可争议的和理所当然的合法性,电子竞技协会为获得承认和接受而斗争。他们可能还有很长的路要走,鉴于传统体育的既定协会已有数十年的历史。然而,电子竞技协会需要接受出版商的主导地位。因此,他们只能通过针对利益相关者的部分来主张在电子竞技生态系统中的部分合法性。管理,最后提出了这一关键见解的政策和理论意义。
    The dominant position of esports game publishers is a fundamental difference between the systemic governance of esports and traditional sports. There are no such equivalent organizations in traditional sports. As for-profit corporations, the publishers develop and market the electronic games as their commercial products and thus, possess exclusive property rights. Publishers control the virtual sporting environment and the rules of the game. In conventional sports, by contrast, non-profit associations administer their sports with the core task of developing the sport by regulations, playing rules, and licensing. There are, however, esports associations which resemble traditional leagues and national governing bodies. Given this, we explore how esports associations pursue legitimacy. This study is empirically motivated by the recent emergence of two esports associations in the insightful case of Germany and examines the pursuit of legitimacy by the World Esports Association (WESA) and the eSport-Bund Deutschland e.V. (ESBD). The study is based on a content analysis of 55 documents and nine interviews with relevant stakeholders. The findings show that the esports associations rely on conformance and manipulation strategies by transferring existing structures from traditional sports to esports. The most effective practices are lobbying for social and public acceptance of esports and creating supportive networks for esports development. While publishers possess an undisputed and taken-for-granted legitimacy based on their product property rights, esports associations struggle for recognition and acceptance. They may still have a long way to go, given that established associations in conventional sports have a history for decades. Yet, esports associations need to accept publisher dominance. Thus, they can only claim partial legitimacy within the esports ecosystem by targeting segments of stakeholders. Management, policy and theoretical implications of this key insight are finally presented.
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  • 文章类型: Journal Article
    目的:延长筛查时间(ST)是健康状况不佳的潜在问题。本研究旨在探讨不同类型ST与青少年生活满意度的关系。
    方法:数据来自380,446名青少年(年龄11-15岁,51%的女孩)在37个欧洲和北美国家完成了2010年和2014年学龄儿童健康行为调查。参与者报告说,在电视上的空闲时间每天都有小时,电子游戏,和计算机/其他设备。使用10分量表(低生活满意度5)评估生活满意度。
    结果:广义加法模型显示每个ST类型的非线性关联,对于>1小时/天的电子游戏或计算机/其他设备和>2小时/天的看电视,低生活满意度单调增加。多水平多变量模型显示,每天看电视>4小时与男孩(OR1.26;95%CI:1.21-1.32)和女孩(1.52;1.46-1.59)的低生活满意度的几率高出52%。每天>4小时的电子游戏与生活满意度低相关,男孩的赔率高42%(1.42,1.36-1.48),女孩的赔率高69%(1.69,1.61-1.76)。对于男孩(1.43,1.37-1.49)和女孩(1.71,1.65-1.77),每天>4小时/天的计算机/其他设备也发现了类似的关联。
    结论:低水平的ST可能是有益的;然而,长时间与青少年的生活满意度低有关,尤其是女孩。结果支持ST的2小时/天限制,并强调研究需要了解ST和福祉的潜在机制,这可能不会反映主动内容和被动内容。
    OBJECTIVE: Prolonged screen time (ST) is a potential concern for poor wellbeing. This study aimed to examine the associations of different types of ST with life satisfaction among adolescents.
    METHODS: Data were from 380,446 adolescents (aged 11-15 years, 51% girls) across 37 European and North American countries who completed the 2010 and 2014 Health Behaviour in School-Aged Children surveys. Participants reported h/day during free time spent on television, electronic games, and computer/other devices. Life satisfaction was assessed using a 10-point scale (low life satisfaction ⩽5).
    RESULTS: Generalized additive modelling showed non-linear associations for each ST type, with low life satisfaction increasing monotonically for >1 h/day of electronic gaming or computer/other device and >2 h/day of watching television. Multilevel multivariable modelling showed that >4 h/day of watching television was associated with 26% higher odds for boys (OR 1.26; 95% CI:1.21-1.32) and 52% higher odds for girls (1.52; 1.46-1.59) of low life satisfaction than for ⩽1 h/day of television. Electronic gaming >4 h/day was associated with low life satisfaction with odds 42% higher in boys (1.42, 1.36-1.48) and 69% higher in girls (1.69, 1.61-1.76). A similar association was found for >4 h/day of computer/other device for boys (1.43, 1.37-1.49) and girls (1.71, 1.65-1.77).
    CONCLUSIONS: Low levels of ST may be beneficial; however, prolonged periods are associated with low life satisfaction among adolescents, in particular among girls. Results support ⩽2 h/day restriction of ST and highlight research is needed to understand underlying mechanisms of ST and wellbeing, which may not reflect active versus passive content.
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  • 文章类型: Journal Article
    玩电脑游戏对身体和心理的影响不容忽视。电子游戏被认为是增长的影响因素,个性发展,和儿童的积极社交能力,游戏持续时间与攻击性的增加有关,降低心理健康,BMI更高。本研究的目的是探讨电子游戏与健康之间的关系,社会关系,沙特阿拉伯16-18岁男性的体力活动。在一个学期中,使用了由作者设计的包含60个项目并分为5个部分的在线调查。从30所高中随机抽取样本;每所学校抽取90名学生,从9、10和11年级的每一个中选择30个。受访者为194名男生,年龄17.23±1.52岁。问卷被提交给六位专家,以评估有效性,与克朗巴赫的α建立在0.87。结果表明,玩电子游戏与健康呈负相关,社会关系,男性的身体活动。最显著的负相关是电子游戏和体力活动之间的相关性(r=-.49),其次是社会关系(r=-.42)和BMI(r=-.31)。最低的结果是健康(r=.20)。需要更多的实证调查来探索电子游戏对沙特社会各种群体的更深层次影响,包括普通民众,雇员,以及不同类别的学校和大学生。
    Physical and psychological effects of playing computer games cannot be ignored. Electronic games are considered to be an influential factor in growth, personality development, and positive sociability of children, and game duration has been associated with increased aggression, reduced mental health, and higher BMI. The aim of the present study was to explore the relationship between electronic gaming and health, social relationships, and physical activity among males aged 16-18 years in Saudi Arabia. An online survey designed by the authors containing 60 items and divided into 5 sections was used during one school semester. The sample was selected randomly from 30 high schools; 90 students were selected from each school, with 30 chosen from each of grades 9, 10, and 11. Respondents were 194 male students, aged 17.23 ± 1.52 years. The questionnaire was presented to six experts to assess validity, with Cronbach\'s α established at 0.87. Results showed that playing electronic games had a negative relation with health, social relationships, and physical activity among males. The most negative significant was the correlation between electronic games and physical activity (r = -.49), followed by that with social relationships (r = -.42) and BMI (r = -.31) . The lowest result was for health (r = .20). More empirical investigations are needed to explore deeper effects of electronic gaming on various groups in Saudi society, including the general population, employees, and different categories of school and university students.
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  • 文章类型: Journal Article
    背景:研究人员和治疗师越来越多地转向数字游戏,为患有各种心理健康问题的人提供新形式的治疗和干预措施。然而,在数字游戏中描述精神疾病通常会促进那些有心理健康问题的人的污名化版本。最近,更多的游戏试图对精神健康状况进行更现实和尊重的描述。
    目的:本文对当代游戏进行了探索性分析,该游戏有可能改变研究人员的方式,从业者,游戏设计师在游戏的背景下探讨心理健康的话题。
    方法:使用框架分析对Hellblade:Senua的牺牲进行了案例研究,以说明该游戏的关键设计选择如何为游戏和心理健康提供新方法的潜力。
    结果:对Hellblade开发的案例研究表明,与心理健康从业者进行研究知情的协作设计,科学家,有心理健康问题的人可以在游戏中对精神疾病进行真实的描述。此外,框架分析的使用展示了如何驾驭叙事,力学,以及创造心理健康体验的技术,这有可能促进移情理解。
    结论:本文重点介绍了一个与心理健康相关的娱乐目的协作商业游戏设计的示例性案例。了解Hellblade对精神病的描述的成功可以改善严肃的游戏研究和设计。进一步的研究必须继续提供更深入的分析,不仅是描绘精神疾病的游戏,还有它们背后的设计过程。
    BACKGROUND: Researchers and therapists have increasingly turned to digital games for new forms of treatments and interventions for people suffering from a variety of mental health issues. Yet, the depiction of mental illness within digital games typically promotes stigmatized versions of those with mental health concerns. Recently, more games have attempted to implement more realistic and respectful depictions of mental health conditions.
    OBJECTIVE: This paper presents an exploratory analysis of a contemporary game that has the potential to change the way researchers, practitioners, and game designers approach topics of mental health within the context of gaming.
    METHODS: A case study of Hellblade: Senua\'s Sacrifice was conducted using frame analysis to show how key design choices for this game present the potential for new ways of approaching games and mental health.
    RESULTS: A case study of Hellblade\'s development shows how research-informed collaborative design with mental health practitioners, scientists, and individuals with mental health problems can lead to a realistic depiction of mental illness in games. Furthermore, the use of frame analysis demonstrates how to harness narrative, mechanics, and technology to create embodied experiences of mental health, which has the potential to promote empathetic understanding.
    CONCLUSIONS: This paper highlights an exemplary case of collaborative commercial game design for entertainment purposes in relation to mental health. Understanding the success of Hellblade\'s depiction of psychosis can improve serious games research and design. Further research must continue to provide deeper analysis of not only games that depict mental illness, but also the design process behind them.
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  • 文章类型: Journal Article
    青少年花费大量和越来越多的时间使用数字媒体(智能手机,电脑,社交媒体,游戏,Internet),但是现有的研究不同意在数字媒体上花费的时间是否与较低的心理幸福感(包括幸福感,总体福祉,以及抑郁等低幸福感指标,自杀意念,和自杀企图)。在对两个国家的青少年进行的三项大型调查中(n=221,096),数字媒体的轻度用户(每天<1小时)报告的心理健康高于重度用户(每天5小时以上)。当使用相同的策略进行分析时,最初作为支持相反结论的数据集产生了相似的效果大小。重度用户(与光)的数字媒体不快乐的可能性要高出48%至171%,幸福感低下,或有自杀风险因素,如抑郁症,自杀意念,或者过去的自杀企图.重度用户(与光)报告企图自杀的可能性是前者的两倍。轻度用户(而不是非或中度用户)的幸福感最高,对于大多数数字媒体使用,幸福感的最大下降发生在适度使用和大量使用之间。讨论了使用百分比方差解释为实际影响指标的局限性。
    Adolescents spend a substantial and increasing amount of time using digital media (smartphones, computers, social media, gaming, Internet), but existing studies do not agree on whether time spent on digital media is associated with lower psychological well-being (including happiness, general well-being, and indicators of low well-being such as depression, suicidal ideation, and suicide attempts). Across three large surveys of adolescents in two countries (n = 221,096), light users (<1 h a day) of digital media reported substantially higher psychological well-being than heavy users (5+ hours a day). Datasets initially presented as supporting opposite conclusions produced similar effect sizes when analyzed using the same strategy. Heavy users (vs. light) of digital media were 48% to 171% more likely to be unhappy, to be in low in well-being, or to have suicide risk factors such as depression, suicidal ideation, or past suicide attempts. Heavy users (vs. light) were twice as likely to report having attempted suicide. Light users (rather than non- or moderate users) were highest in well-being, and for most digital media use the largest drop in well-being occurred between moderate use and heavy use. The limitations of using percent variance explained as a gauge of practical impact are discussed.
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  • 文章类型: Journal Article
    背景:视频和爱好游戏在成年人中非常受欢迎;然而,游戏与健康之间的关联主要在儿童和青少年中进行了调查。此外,大多数研究都集中在电子游戏上,尽管传统的爱好游戏越来越突出。
    目标:为了确定所使用的平台数量,平台首选项,游戏时间与肥胖有关,身体活动,久坐的行为,和成人游戏人群的心血管危险因素。
    方法:我们使用来自参加中西部大型游戏大会的292名参与者的数据进行了横断面分析。我们使用基于计算机的问卷收集数据,其中包括关于游戏行为的问题,人口统计,身体活动(使用国际身体活动问卷),和健康特征。此外,我们使用多变量调整线性和逻辑回归来模拟健康结果,作为使用平台数量的函数,平台首选项,工作日和周末游戏时间四分位数。
    结果:调整协变量后,我们观察到肥胖几率增加和周末坐位时间增加的显著线性趋势是使用平台的数量(两者P=.03).平台偏好和周末游戏时间四分位数与满足身体活动建议的几率显着相关(分别为P=.047和P=.03)。此外,我们观察到,在那些报告他们在游戏中大部分或全部时间坐着的人中,肥胖的几率更高[赔率比(OR)2.69(95%CI1.14-6.31)和OR2.71(95%CI1.06-6.93),分别]。
    结论:在成年游戏玩家中,使用的平台数量,他们更喜欢在哪个平台上玩,周末花在游戏上的时间可能会对他们肥胖和满足体育活动建议的几率产生重大影响。
    BACKGROUND: Video and hobby gaming are immensely popular among adults; however, associations between gaming and health have primarily been investigated in children and adolescents. Furthermore, most research has focused on electronic gaming, despite traditional hobby gaming gaining prominence.
    OBJECTIVE: To determine whether the number of platforms used, platform preference, and gaming time are associated with obesity, physical activity, sedentary behavior, and cardiovascular risk factors in an adult gaming population.
    METHODS: We conducted a cross-sectional analysis using data obtained from 292 participants who attended a large Midwestern gaming convention. We collected data using a computer-based questionnaire that comprised questions on gaming behavior, demographics, physical activity (using the International Physical Activity Questionnaire), and health characteristics. In addition, we used multivariable-adjusted linear and logistic regression to model health outcomes as a function of the number of platforms used, platform preference, and weekday and weekend gaming time quartile.
    RESULTS: After adjusting for covariates, we observed a significant linear trend for increasing odds of being obese and higher weekend sitting time by the number of platforms used (P=.03 for both). The platform preference and weekend gaming time quartile exhibited significant associations with odds of meeting physical activity recommendations (P=.047 and P=.03, respectively). In addition, we observed higher odds of being obese among those reporting that they sat most or all of the time while gaming [odds ratio (OR) 2.69 (95% CI 1.14-6.31) and OR 2.71 (95% CI 1.06-6.93), respectively].
    CONCLUSIONS: In adult gamers, the number of platforms used, which platforms they prefer to play on, and the amount of time spent gaming on weekends could have significant implications for their odds of being obese and meeting physical activity recommendations.
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  • 文章类型: Journal Article
    人们担心学术领域以外的过度在线活动与年轻人心理困扰之间存在潜在联系。年轻的思想很重要:第二次澳大利亚儿童和青少年心理健康和福祉调查提供了在线活动患病率的估计,并允许探索这些活动之间的关联。一系列的精神障碍,社会人口特征和冒险行为。
    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。
    Concerns have been raised of a potential connection between excessive online activity outside the academic realm and increased levels of psychological distress in young people. Young Minds Matter: the second Australian Child and Adolescent Survey of Mental Health and Wellbeing provides estimates of the prevalence of online activity and allows an exploration of associations between this activity, a range of mental disorders, socio-demographic characteristics and risk taking behaviour.
    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.
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