Digital competence as a protective factor against gaming addiction in children and adolescents: A cross-sectional study in Hong Kong

被引:15
|
作者
Tso, Winnie W. Y. [1 ,2 ]
Reichert, Frank [3 ]
Law, Nancy [3 ]
Fu, King Wa [4 ]
de la Torre, Jimmy [3 ]
Rao, Nirmala [3 ]
Leung, Lok Kan [1 ]
Wang, Yu-Liang [1 ]
Wong, Wilfred H. S. [1 ]
Ip, Patrick [1 ]
机构
[1] Univ Hong Kong, LKS Fac Med, Dept Paediat & Adolescent Med, Hong Kong, Peoples R China
[2] Univ Hong Kong, State Key Lab Brain & Cognit Sci, Hong Kong, Peoples R China
[3] Univ Hong Kong, Fac Educ, Hong Kong, Peoples R China
[4] Univ Hong Kong, Journalism & Media Studies Ctr, Hong Kong, Peoples R China
来源
关键词
Digital competence; Gaming addiction; Cyberbullying; Mental health; Digital device; Digital literacy; INFORMATION LITERACY; INTERNET ADDICTION; PHYSICAL-ACTIVITY; METAANALYSIS; PREVALENCE; COMPUTER; DISORDER; QUALITY; GENDER; SKILLS;
D O I
10.1016/j.lanwpc.2022.100382
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
Background Digital competence can help children and adolescents engage with technology for acquiring new knowledge and for broadening social contact and support, while reducing the risk of inappropriate media use. This study investigated the effects of digital competence on the risk of gaming addiction among children and adolescents. We explored whether students with good digital competence were protected from the adverse effects of media use and the risk of gaming addiction. Methods 1956 students (690 primary and 1266 secondary) completed a digital competence assessment and a self-report questionnaire on their mental health status, use of digital devices, and experiences of cyberbullying. Multiple regression analyses with further mediation and moderation analyses were performed to investigate the association of digital competence with gaming addiction and mental health in children and adolescents. Findings Regression analyses showed that children and adolescents with better digital competence were less likely to develop gaming addiction (beta = -0.144, p < 0.0001) and experienced less cyberbullying behaviour as perpetrators (beta = -0.169, p < 0.0001) and as victims (beta = -0.121, p < 0.0001). Digital competence was found to mediate the relationship between digital device usage time and gaming addiction. Interpretation Digital competence is associated with less gaming addiction and could potentially lead to better mental wellbeing by reducing the risks of gaming addiction and cyberbullying. Education that promotes digital competence is essential to maximize the benefits of media use, while reducing the potential adverse effects from the inappropriate use of digital devices. Copyright (C) 2022 The Author(s). Published by Elsevier Ltd.
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页数:11
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