| Literature DB >> 35822480 |
Özlem Tezol1, Deniz Yıldız2, Sıddıka Songül Yalçın3.
Abstract
OBJECTIVE: In recent years, young children from all socioeconomic conditions found an oppor- tunity 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.Entities:
Year: 2022 PMID: 35822480 PMCID: PMC9319991 DOI: 10.5152/TurkArchPediatr.2022.21359
Source DB: PubMed Journal: Turk Arch Pediatr ISSN: 2757-6256
Figure 1.Flowchart of the study population selection.
Sociodemographic, Anthropometric, and Screen Exposure Characteristics and Comparisons of the Groups
| Video Gamers (n = 70) | Non-Gamers (n = 140) |
| |
|---|---|---|---|
| Age, year | 4.2 ± 0.9 | 3.9 ± 1.0 | .075*** |
| Male, % | 45 (64.3) | 62 (44.3) | |
| Maternal age, year | 33.0 ± 4.7 | 32.9 ± 4.7 | .893*** |
| Paternal age, year | 36.0 ± 4.9 | 36.1 ± 5.0 | .954*** |
| Maternal occupation, % | |||
| Working mom | 43 (61.4) | 85 (60.7) | 1.00 |
| Stay-at-home mom | 27 (38.6) | 55 (39.3) | |
| Maternal educational level, % | |||
| Primary school | 11 (15.7) | 28 (20.0) | .572 |
| High school/college | 59 (84.3) | 112 (80.0) | |
| Paternal educational level, % | |||
| Primary school | 11 (15.7) | 26 (18.6) | .749 |
| High school/college | 59 (84.3) | 114 (81.4) | |
| Video gaming among parent(s), % | 32 (45.7) | 25 (17.9) | <.001 |
| Number of child(ren) in the family, % | |||
| 1 | 26 (37.1) | 50 (35.7) | .234 |
| 2 | 27 (38.6) | 68 (48.6) | |
| ≥3 | 17 (24.3) | 22 (15.7) | |
| Birth order, % | |||
| 1 | 45 (64.3) | 74 (52.9) | .115 |
| ≥2 | 25 (35.7) | 66 (47.1) | |
| Number of family members | 4 (3-5) | 4 (3-4) | .902* |
| Family structure, % | |||
| Nuclear family | 62 (88.6) | 125 (89.3) | 1.00 |
| Extended family | 8 (11.4) | 15 (10.7) | |
| Primary caretaker, % | |||
| Mother | 28 (40.0) | 59 (42.1) | |
| Grandmother | 16 (22.9) | 34 (24.3) | .935 |
| Baby-sitter | 6 (8.6) | 9 (6.4) | |
| Kindergarten | 20 (28.6) | 38 (27.1) | |
| Level of income, % | |||
| High | 35 (50.0) | 70 (50.0) | .815 |
| Middle | 25 (35.7) | 54 (38.6) | |
| Low | 10 (14.3) | 16 (11.4) | |
| Household location, % | |||
| Urban | 55 (78.6) | 106 (75.7) | .773 |
| Rural | 15 (21.4) | 34 (24.3) | |
| Z-scores | |||
| Height for age | 0.11 (−0.36 to 1.05) | 0.15 (−0.65 to 0.90) | .293* |
| Weight for age | 0.16 (−0.82 to 1.06) | 0.04 (−0.84 to 1.11) | .376* |
| Body mass index | 0.16 ± 1.63 | 0.09 ± 1.44 | .741*** |
| Age of first electronic screen exposure, mo | 12 (3-36) | 18 (4-48) | .116* |
| <12 months, % | 16 (22.9) | 16 (11.4) | |
| ≥12 months, % | 54 (77.1) | 124 (88.6) | |
| Daily screen time, % | |||
| ≤1 hour | 24 (34.3) | 91 (65.0) | <.001 |
| >1 hour | 46 (65.7) | 49 (35.0) |
*Comparison of medians, the Mann–Whitney U test; **Comparison of percentages, the chi-square test; ***Comparison of means, the independent samples t test.
bold values indicate a statistically significance with a P-value less than 0.05.
Strengths and Difficulties Questionnaire Scores and Categorizations in the Groups
| Video Gamers (n = 70) | Non-Gamers (n = 140) |
|
|
| ||
|---|---|---|---|---|---|---|
|
|
| |||||
| Emotional symptoms | 1 (0-9) | 1 (0-8) | .829* | |||
| Normal | 52 (74.3) | 107 (76.5) | 1.00 | |||
| Borderline | 7 (10.0) | 16 (11.4) | .755** | 0.90 | 0.35 | 2.32 |
| Abnormal | 11 (15.7) | 17 (12.1) | 1.33 | 0.58 | 3.05 | |
| Conduct problems | 1 (0-7) | 1 (0-5) | .828* | |||
| Normal | 52 (74.3) | 117 (83.6) | 1.00 | |||
| Borderline | 10 (14.3) | 9 (6.4) | .151** | 2.50 | 0.96 | 6.52 |
| Abnormal | 8 (11.4) | 14 (10.0) | 1.29 | 0.51 | 3.25 | |
| Hyperactivity/inattention | 3 (0-10) | 3 (0-9) | .499* | |||
| Normal | 54 (77.1) | 113 (80.7) | 1.00 | |||
| Borderline | 9 (12.9) | 13 (9.3) | .725** | 1.45 | 0.58 | 3.60 |
| Abnormal | 7 (10.0) | 14 (10.0) | 1.05 | 0.40 | 2.74 | |
| Peer problems | 2 (0-7) | 2 (0-7) | .712* | |||
| Normal | 39 (55.7) | 75 (53.6) | 1.00 | |||
| Borderline | 16 (22.9) | 30 (21.4) | .847** | 1.03 | 0.50 | 2.11 |
| Abnormal | 15 (21.4) | 35 (25.0) | 0.82 | 0.40 | 1.69 | |
| Prosocial | 8 (4-10) | 8 (2-10) | .524* | |||
| Normal | 55 (78.6) | 120 (85.7) | 1.00 | |||
| Borderline | 8 (11.4) | 9 (6.4) | .372** | 1.94 | 0.71 | 5.30 |
| Abnormal | 7 (10.0) | 11 (7.9) | 1.39 | 0.51 | 3.77 | |
| Total difficulties | 9 (0-25) | 8 (2-26) | .720* | |||
| Normal | 57 (81.5) | 107 (76.4) | 1.00 | |||
| Borderline | 5 (7.1) | 22 (15.7) | .176** | 0.43 | 0.15 | 1.19 |
| Abnormal | 8 (11.4) | 11 (7.9) | 1.37 | 0.52 | 3.59 | |
| Externalizing score | 5 (0-14) | 4.5 (0-14) | .513* | - | - | - |
| Internalizing score | 3.5 (0-13) | 4 (0-13) | .977* | - | - | - |
*Comparison of medians of scores, the Mann–Whitney U test; **Comparison of percentages of categorizations, the chi-square test.
Correlations Between SDQ Scores and Screen Use Characteristics in the Video Gamer Group
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|
|
|
|
| |
|
1. Total SDQ score |
- | ||||
|
2. Prosocial score | −0.307** |
- | |||
|
3. Age of first electronic screen exposure | −0.233 |
0.137 |
- | ||
|
4. Age of first video gaming | −0.036 |
0.136 |
0.218 |
- | |
|
5. Daily screen time | 0.305* | −0.231 | −0.143 | −0.050 |
- |
|
6. Daily video gaming time | 0.327** | −0.234 | −0.062 |
0.035 | 0.540** |
* P < .05, ** P < .01 (2-tailed); Spearman’s rho.
SDQ, Strengths and Difficulties Questionnaire.