Children playing too many video games or spending too much time online has long worried parents, but new research suggests these activities may be linked to psychotic experiences. It turns out that there is.
Teens who spend a lot of time playing video games and playing computers are more likely to have psychotic experiences, according to a new paper in the same journal. JAMA Psychiatry.
These psychotic experiences ranged from mild suspicions and strange thoughts to delusions and hallucinations.
Researchers studied a cohort of 1,226 participants born between 1997 and 1998 and found that those who played more video games and those who used more and then less computer They found that people were more likely to have had a psychotic experience at some point before the age of 23. .
Researchers at Canada's McGill University found in their paper that “an increasing sophistication of video gaming during adolescence and an increase-to-decrease ('curvilinear') trajectory of computer use are associated with higher levels of psychosis at age 23. It was related to the experience.”
Between 5 and 7 percent of adults have experienced psychosis at some point, with the first experience often occurring during the teen years. Psychotic experiences and episodes often include hallucinations, delusions, confused thinking, paranoia, and depressed mood.
Participants were asked, “Do you ever feel like people make innuendos about you or say things with double meanings?'' and “Do you ever feel like the thoughts in your head are not yours?'' Questions such as “Have you ever felt that way?” were asked. “Have you ever heard voices when you were alone?” to determine if they have ever experienced persecutory thoughts, strange experiences, or abnormalities of perception.
Researchers found that more video game use during adolescence was associated with a 3 to 7 percent increase in psychotic experiences. However, much of this association may be explained by the fact that video games are often linked to other factors that can confound the data.
“Notably, frequency of video game use is associated with a number of indicators of adversity, including low household income at age 12 and mental health and interpersonal problems. , lower socio-economic status, male gender, and interpersonal and mental health problems are also associated with higher levels of video gaming in children and adolescents,” the authors wrote. writing.
For some people, video games are thought to help manage emotions and foster social connections, potentially more effective than passive media like television, researchers say. Explaining. Children and teens may find that the psychological and social aspects of gaming can help them cope with feelings of loneliness and social exclusion. Conversely, challenges such as financial instability, mental health issues, and interpersonal conflicts can limit access to other activities and lead to a preference for video games.
Therefore, the researchers found that the association between video games and psychotic experiences may be explained by these other factors.
They also found an association between the curvilinear trajectory of computer use (increasing through the teenage years and then decreasing) and psychotic experiences, with incidence rates 4 to 5 percent higher by age 23. I also discovered.
This association remained significant even when all other confounders were taken into account.
“A curvilinear (increase-to-decrease) trajectory of computer use remained moderately associated with more PEs (psychotic experiences),” the researchers wrote in their conclusion.
It is hoped that this research will help psychologists understand why teenagers have psychotic experiences and find the best ways to help them.
“Understanding the environmental determinants and psychosocial functions of media use in adolescence may help better integrate digital technologies in disease prevention and control.” [psychotic experiences],” they wrote.
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