Association of violent video gaming with mental health among male teenagers in Lebanon

被引:1
|
作者
Akel, Marwan [1 ,2 ]
Fahs, Iqbal [1 ]
Haddad, Chadia [2 ,3 ,4 ]
Kheir, Nelly [3 ]
Obeid, Sahar [5 ]
Hallit, Souheil [3 ,6 ,7 ,8 ]
机构
[1] Lebanese Int Univ, Sch Pharm, Beirut, Lebanon
[2] INSPECT LB Inst Natl Sante Publ Epidemiol Clin & T, Beirut, Lebanon
[3] Psychiat Hosp Cross, Res Dept, Jal Eddib, Lebanon
[4] Modern Univ Business Sci, Sch Hlth Sci, Beirut, Lebanon
[5] Lebanese Amer Univ, Sch Arts & Sci, Social & Educ Sci Dept, Jbeil, Lebanon
[6] Holy Spirit Univ Kaslik, Sch Med & Med Sci, POB 446, Jounieh, Lebanon
[7] Appl Sci Private Univ, Appl Sci Res Ctr, Amman, Jordan
[8] Holy Spirit Univ Kaslik, Sch Med & Med Sci, Jounieh, Lebanon
关键词
Depression; aggression; anxiety; insomnia; violent video gaming; adolescents; Lebanon; AGGRESSIVE-BEHAVIOR; PROSOCIAL BEHAVIOR; HOSTILE FEELINGS; GAME EXPOSURE; DEPRESSION; VALIDATION; THOUGHTS; AROUSAL;
D O I
10.1080/17450128.2022.2160884
中图分类号
D669 [社会生活与社会问题]; C913 [社会生活与社会问题];
学科分类号
1204 ;
摘要
The impact of violent video gaming on the mental health of adolescents has been of extreme importance to health care professionals and policy makers for many years. Lebanon is gripped by political and economic events that contribute to the increased prevalence of mental disorders especially among children and adolescents. This study sought to examine the association between violent video gaming and mental health problems including aggression, depression, anxiety, and insomnia among male teenagers in Lebanon. This is a cross-sectional survey study that enrolled a sample of 388 male students from grades 9, 10, 11 and 12 (13-17 years of age). The students were drawn from five Lebanese schools between October and December 2019. The Video Game Questionnaire was used to assess the games use frequencies, the degree of violent content (blood), and the degree of violent images, the Buss and Perry Scale for aggression, the Normative Beliefs about Aggression for the perceptions and beliefs about behaving aggressively, the Patient Health Questionnaire-9 for depression, the Hamilton Anxiety Rating Scale for anxiety and the Lebanese Insomnia Scale for insomnia. A multivariate analysis of covariance (MANCOVA) was carried out after adjusting for age and household crowding index. The results showed that higher video gaming total score was significantly associated with higher anxiety (Beta = 0.039), insomnia (Beta = 0.042), total aggression (Beta = 0.141) and approval of aggression (Beta = 0.061), but not depression (Beta = 0.009). Our findings reveal the association between higher violent VGs exposure and higher approval of aggression, aggression, anxiety and insomnia among male teenagers in Lebanon. Such data can be relied on as a framework for parents, health care providers and teachers to increase awareness and protect our teenagers from the possible negative effect of violent video gaming.
引用
收藏
页码:76 / 86
页数:11
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