Boys who play video games have lower depression risk

Buys who play computer games on a daily basis at the age of 11 are three years later less likely to have depressive symptoms, reports a recent study led by a UCL researcher.

The research, released in Psychological Medicine, also revealed quelling symptoms for girls who spend more time on the social media.

Aaron Kandola (UCL psychiatry), the lead author, PhD student, said: “There are screens which enable us to engage in many activities. Guidelines and guidelines about screen time should be focused on our knowledge of how these complex behaviours could impact mental health.

Aaron Kandola (UCL psychiatry) PhD student Lead author said: “Screens allow us to take part in a number of activities. Guidelines and guidelines about screen time should be focused on our knowledge of how these complex behaviours could impact mental health.

“Within our study it seemed not risky and could have benefits though we could not decide if playing Video Games would improve mental health. Video games have become a major social forum, particularly during the pandemic for young people.

“We need to minimise the amount to sit down for your physical and mental wellbeing, as children – and adult – pay, but this does not mean that the use of the computer is intrinsically negative.”

Kandola has previously carried out studies to show that the risk of depression and anxiety among teenagers was increased by sedentary activity (still sitting). In addition to his colleagues, he and he choose the time computer, which contributes to much sedentary activity in teens. To obtain further insight into what drives this interaction. There have been inconsistent findings of other surveys and these have not differentiated between the various forms of screen time, compare the gender or track a wide number of young people for many years.

The UCL and the Sweden-based Karolin Institute and the Baker Heart and Diabetes Institute (Australia) research team have analysed data from 11,341 youth who have been interested in research since the birth of 2000-2002 in the United Kingdom as part of their Millennium Cohort Survey, a national representative sample of youth.

The participants answered all questions about their time in social media, in computer games or on the internet, at 11 years of age and answered questions about the depressed signs, such as low humour, lack of enjoyment and low focus, at 14 years of age. The psychiatric questionnaire does not include a clinical diagnosis but tests depression symptoms and their severity in a continuum.

Other factors that may have explained the findings, such as social status and patterns of physical exercise, abuse records and previous emotional symptoms, were taken into the study by the team.

Researchers discovered that kids who played video games over the last day had 24% less depression symptoms three years later than kids who played video games under one month, but only among boys with low levels of physical activity and not among children. This could mean that less involved boys may gain more pleasure and social contact from video games. The researchers claim this.

While their research cannot prove whether the correlation is causal, they warn us that video games will foster mental wellbeing, such as problems solving, emotional, interactive and engaging aspects.

Other reasons for the association between videospiels and depression, such as social communication gaps or parental types, could also be given for which the researchers have had no evidence. They still had no screen hour details every day, which means that they cannot confirm whether the likelihood of depression could be affected by multiple hour screen time per day.

The researchers found that girls (boys, not girls) who were mainly using social media at 11 years of age were more depressed 13 per cent three years later than those who were using social media less than once a month. Similar patterns have been established in past studies and researchers believe that heavy use of social media will increase social alienation sentiments.

Screenshot models between boys and girls may have affected the results, as boys are more often interested in video games than girls or less often in social media.

The researchers found no strong ties in either gender between general internet and depressive symptoms.

Other experiments in adults were carried out by Dr. Mats Hallgren of Senior Author (Karolinska Institutet), which showed that psychologically consciously playing video games or using a computer could not affect suicidal risk when it appears that there are more passive types of screen time.

He said: He said: “We need more research in order to explain it and the connection between screen time and mental health is complicated. Any measures to reduce the screen time of young people should be tailored and targeted. However, we should try to inspire young people to be socially involved and to break down long sittings with minor physical movements. Our study reveals potential benefits of screen time.”

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