Gaming to relieve tension or anxiety and associations with health functioning, substance use and physical violence in high school students

被引:8
|
作者
Garakani, Amir [1 ,2 ,3 ]
Zhai, Zu Wei [2 ,4 ]
Hoff, Rani A. [2 ]
Krishnan-Sarin, Suchitra [2 ]
Potenza, Marc N. [2 ,5 ,6 ,7 ,8 ]
机构
[1] Silver Hill Hosp, New Canaan, CT 06840 USA
[2] Yale Sch Med, Dept Psychiat, New Haven, CT 06510 USA
[3] Icahn Sch Med Mt Sinai, Dept Psychiat, New York, NY 10029 USA
[4] Middlebury Coll, Program Neurosci, Middlebury, VT 05753 USA
[5] Connecticut Council Problem Gambling, Wethersfield, CT 06109 USA
[6] Connecticut Mental Hlth Ctr, 34 Pk St, New Haven, CT 06519 USA
[7] Yale Sch Med, Dept Neurosci, New Haven, CT 06510 USA
[8] Yale Sch Med, Ctr Child Study, New Haven, CT 06510 USA
基金
美国国家卫生研究院;
关键词
Video games; Anxiety; Impulse control; Addictive behavior; Motivation; Adolescence; PROBLEMATIC INTERNET USE; OVERPATHOLOGIZING EVERYDAY LIFE; VIDEO GAME PLAY; PSYCHIATRIC-SYMPTOMS; CIGARETTE-SMOKING; TENABLE BLUEPRINT; COGNITIVE CONTROL; IMPULSE CONTROL; MENTAL-HEALTH; USE DISORDERS;
D O I
10.1016/j.jpsychires.2021.05.055
中图分类号
R749 [精神病学];
学科分类号
100205 ;
摘要
Gaming is popular among youth and gaming disorders have been introduced recently into psychiatric nomenclature systems. Motivations underlying gaming may include involvement to reduce negative emotional states and thus may link to psychiatric and overall health. Thus, the extent to which adolescents engage in gaming to relieve anxiety warrants additional investigation. Data from 2005 Connecticut high-school students were used to examine how adolescents who reported gaming to relieve tension or anxiety differed from those who reported gaming but not to relieve tension or anxiety on measures of demographics, academic performance, general health, extracurricular activities, dysphoria/depression symptoms, substance use, and aggressive or violent behaviors. Chi-square analyses and binomial and multinomial logistic regression models were conducted. Gaming to relieve anxiety was more prevalent in boys and Hispanic and Asian adolescents and associated with less extracurricular involvement, poorer academic performance, increased cigarette and other drug use, problematic internet use, and depression. Participants with gaming to relieve tension or anxiety were also more likely to report weapon-carrying, missing school because they felt unsafe, having been threatened with a weapon, having engaged in physical fights, and having experienced injuries from fights. As gaming to relieve anxiety was related to mental-health- and functioning-related measures, additional research is needed to examine the precise natures of these relationships and to translate the information into improved intervention strategies.
引用
收藏
页码:461 / 467
页数:7
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