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    Home > Active Ingredient News > Study of Nervous System > What the? It may be true that playing video games can prevent depression

    What the? It may be true that playing video games can prevent depression

    • Last Update: 2021-03-24
    • Source: Internet
    • Author: User
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    Now, in a new study, researchers from University College London (UCL), the Baker Heart and bioon.


    com/tags/%E7%B3%96%E5%B0%BF%E7%97%85/">Diabetes Institute in Australia , Swinburne University of Technology, the Catholic University of Australia, and Karolinska Institutet in Sweden have found 11 Boys who often play video games at the age of three are less likely to experience depression after three years.
    They also found that girls who spend more time on social media seem to experience more symptoms of depression.


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    Aaron Kandola, the corresponding author of the paper and the first author of the paper and a PhD student in psychiatry at UCL, said, “Screens allow us to participate in a wide range of activities.
    Guidelines and recommendations on screen time should be based on how we affect mental health and how these different activities affect mental health.
    Is it meaningful to understand.
    Although we cannot confirm whether playing video games can really improve mental health, in our research, it did not appear to be harmful and may have some benefits.
    Especially during the COVID-19 pandemic Video games have always been an important social platform for young people.
    For the physical and mental health of children and adults, we need to reduce the time they spend sitting, but this does not mean that using the screen itself is harmful.
    "

    Previous research led by Kandola has found that sedentary behavior seems to increase the risk of depression and anxiety in adolescents.
    In order to gain a deeper understanding of what drives this relationship, he and his colleagues chose to investigate screen time because it is the most common cause of adolescent sedentary behavior.
    Other studies have found mixed results.
    Many studies did not distinguish between different types of screen time, did not compare between different genders, and did not follow such a large group of young people for many years.

    In this new study, these researchers reviewed data from 11,341 adolescents who were part of the Millennium Cohort Study, a nationally representative sample of young people from 2000-2002 He has been involved in research since he was born in the UK in 2016.

    These study participants had answered questions about their time using social media, playing video games or surfing the Internet when they were 11 years old, and also answered about depression, loss of fun, and lack of concentration when they were 14 years old.
    Symptoms of the problem.
    This clinical questionnaire measures depression symptoms and their severity within a range, but does not provide a clinical bioon.
    com/vitroDiagnostics/" target="_blank">diagnosis .

    bioon.
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    In this analysis, Kandola and his research team considered other factors that might explain these findings, such as socioeconomic status, physical activity level, reports of bullying, and previous emotional symptoms.

    These researchers found that boys who played video games most of the time at the age of 11 had 24% less depressive symptoms after three years than boys who played video games less than once a month, but this effect was only in those with lower levels of physical activity.
    Significant in boys, but not in girls.
    They say this may indicate that less active boys can get more fun and social interaction from video games.

    Although their research cannot confirm whether this relationship is causal, these researchers say that playing video games has some positive aspects that may benefit mental health, such as problem solving, social interaction, cooperation, and participation.

    There may also be other explanations for the link between video games and depression, such as differences in social contact or parental style, but these researchers have no data to support this.
    They also do not have data on daily screen time, so they cannot confirm whether multiple hours of screen time per day may affect the risk of depression.

    These researchers found that girls who used social media most of the time at the age of 11 (not boys) had 13% more depressive symptoms after three years than those who used social media less than once a month, but they did not find more modest use.
    The link between social media and depressive symptoms.
    Other studies have previously found similar trends, and people believe that frequent use of social media may increase social isolation.

    The screen usage patterns between boys and girls may have influenced the results of these studies, because in this study, boys played video games more often than girls and used social media less frequently.

    Neither among men nor among women, these researchers found a clear association between widespread Internet use and depressive symptoms.

    The senior author of the paper and Dr.
    Mats Hallgren of Karolinska Institutet has conducted other studies in adults and found that mentally active screen time, such as playing video games or working in front of a computer, may not look like passive screens.
    Time affects the risk of depression like that.

    He said, “The relationship between screen time and mental health is complex, and we still need to carry out more research to help understand this.
    Any measures aimed at reducing young people’s screen time should be targeted and nuanced.
    Our research points out the possible benefits of screen time; however, we should still encourage young people to actively exercise and use light physical activity to break long-term sedentary.
    "

    However, even if playing video games can help alleviate the symptoms of depression, it should not be excessive.
    This is because excessive playing games can damage the eyes greatly, and also affect study and work.
    In severe cases, it can also affect a person's personality.
    (Bioon.
    com)

    References: 1.


    Aaron Kandola et al.
    org/10.


    References: 1.
    Aaron Kandola et al.
    org/10.
    1017/S0033291721000258" target="_blank">Prospective relationships of adolescents' screen-based sedentary behaviour with depressive symptoms: the Millennium Cohort Study .
    Psychological Medicine, 2021, doi:10.
    1017/S0033291721000258.
    2.
    Boys who play video games have lower depression risk
    https://medicalxpress.
    com/news/2021-02-boys-video-games-depression.
    html 3.
    Joaquin A.
    Anguera et al.
    wiley.
    com/doi/abs/10.
    1002/da.
    22588" target="_blank">Improving late life depression and cognitive control through the use of therapeutic video game technology: A proof-of-concept randomized trial .
    Depression & Anxiety, 2017, doi:10.
    1002/da.
    22588.
    4.
    Patricia A Arean et al.
    The Use and Effectiveness of Mobile Apps for Depression: Results From a Fully Remote Clinical Trial.
    Journal of Medical Internet Research, 2016, doi:10.
    2196/jmir.
    6482.
    5.
    Teens who participate in extracurriculars, get less screen time, have better mental health
    https://medicalxpress.
    com/news/2020-11-teens- extracurriculars-screen-mental-health.
    html 6.
    Eva Oberle et al.
    org/10.
    1016/j.
    ypmed.
    2020.
    106291" target="_blank">Screen time and extracurricular activities as risk and protective factors for mental health in adolescence: A population-level study .
    Preventive Medicine, 2020, doi:10.
    1016/j.
    ypmed .
    2020.
    106291.
    org/10.
    1017/S0033291721000258" target="_blank">Prospective relationships of adolescents' screen-based sedentary behaviour with depressive symptoms: the Millennium Cohort Study wiley.
    com/doi/abs/10.
    1002/da.
    22588" target="_blank">Improving late life depression and cognitive control through the use of therapeutic video game technology: A proof‐of‐concept randomized trialThe Use and Effectiveness of Mobile Apps for Depression: Results From a Fully Remote Clinical Trial org/10.
    1016/j.
    ypmed.
    2020.
    106291" target="_blank">Screen time and extracurricular activities as risk and protective factors for mental health in adolescence: A population-level study
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