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The Psychosocial Well-Being of Young Video-Gamer Children: A Comparison Study

OBJECTIVE: In recent years, young children from all socioeconomic conditions found an opportunity to own or access video game devices. The precisely defined effects of video gaming on young children’s behaviors and mental health are unknown. This study aimed to investigate the relationship between t...

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Detalles Bibliográficos
Autores principales: Tezol, Özlem, Yıldız, Deniz, Yalçın, Sıddıka Songül
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Turkish Pediatrics Association 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9319991/
https://www.ncbi.nlm.nih.gov/pubmed/35822480
http://dx.doi.org/10.5152/TurkArchPediatr.2022.21359
Descripción
Sumario:OBJECTIVE: In recent years, young children from all socioeconomic conditions found an opportunity to own or access video game devices. The precisely defined effects of video gaming on young children’s behaviors and mental health are unknown. This study aimed to investigate the relationship between the psychosocial well-being and video gaming in preschool children. MATERIALS AND METHODS: The video gamer (n = 70) and non-gamer (n = 140) children between 2 and 6 years old and their mothers were included in the study. Psychosocial well-being was assessed using the Strengths and Difficulties Questionnaire parent version. Multivariable logistic regressions were used. RESULTS: 30% of the video gamers played video games for more than 1 hour per day. Factors associated with video gaming included sex, birth order, age of first screen exposure, daily screen time, and parent(s) video gaming. Being a boy, having a daily screen time of more than 1 hour and parent(s) video gaming increased the probability of video gaming [Odds (95% CI) = 3.00 (1.42-6.31), P = .004; 6.28 (2.86-13.80), P < .001; 6.49 (2.77-15.23), P < .001, respectively]. Not being the first child and having an age of first screen exposure older than 12 months old decreased the probability of video gaming [Odds (95% CI) = 0.29 (0.11-0.76), P = .012; 0.34 (0.13-0.89), P = .027, respectively]. Video gamers and non-gamers had statistically similar Strengths and Difficulties Questionnaire scores. There was no association between video gaming and being borderline or abnormal in emotional symptoms, conduct problems, hyperactivity/inattention, peer relationship problems, prosocial behavior, and total difficulties. CONCLUSION: This study investigating the relationship between psychosocial well-being and video gaming revealed that video gaming is not associated with psychosocial well-being in preschool age.