Video game play and anxiety during late adolescence: The moderating effects of gender and social context

被引:37
作者
Ohannessian, Christine McCauley [1 ,2 ,3 ]
机构
[1] Connecticut Childrens Med Ctr, Ctr Behav Hlth, 282 Washington St, Hartford, CT 06106 USA
[2] Univ Connecticut, Sch Med, Dept Pediat, 263 Farmington Ave, Farmington, CT 06030 USA
[3] Univ Connecticut, Sch Med, Dept Psychiat, 263 Farmington Ave, Farmington, CT 06030 USA
基金
美国国家卫生研究院;
关键词
Video games; Technology; Media; Anxiety; Gender; Longitudinal; SEDENTARY BEHAVIOR; SELF-ESTEEM; MEDIA USE; COMMUNICATION; ASSOCIATION; INDICATORS; DISORDERS; HEALTH;
D O I
10.1016/j.jad.2017.10.009
中图分类号
R74 [神经病学与精神病学];
学科分类号
摘要
Background: Few studies have examined factors that moderate the relationship between playing video games and adolescent psychological adjustment. Therefore, the primary goal of this study was to examine the relationship between playing video games and anxiety symptomatology in a sample of 441 11th and 12th grade students, while considering both gender and the social context (whether they played alone or with others). Methods: Participants (66% non-Hispanic White) were administered a survey (including measures of technology use and anxiety symptomatology) in school at baseline and one year later. Results: Both gender and the social context moderated the relationship between playing video games and anxiety symptomatology. Boys who played video games the most had the lowest levels of anxiety, whereas girls who played video games the most had the highest levels of anxiety. This relationship was exacerbated in the context of playing with others. Limitations: Although the study has a number of strengths including the longitudinal design and the diverse sample, the study relied on self-report data. In addition, the sample was limited to adolescents residing in the Mid-Atlantic United States. Therefore, caution should be taken in regard to generalizing the results. Conclusions: Findings from this study underscore the need to consider both gender and the social context when examining the relationship between playing video games and adolescent psychological adjustment.
引用
收藏
页码:216 / 219
页数:4
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