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Association between Adverse Childhood Experiences and Time Spent Playing Video Games in Adolescents: Results from A-CHILD Study

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  • Satomi Doi

    (Department of Global Health Promotion, Tokyo Medical and Dental University (TMDU), Bunkyo 113-8519, Japan
    Japan Society for the Promotion of Science, 5-3-1 Kojimachi, Tokyo 102-0083, Japan)

  • Aya Isumi

    (Department of Global Health Promotion, Tokyo Medical and Dental University (TMDU), Bunkyo 113-8519, Japan
    Japan Society for the Promotion of Science, 5-3-1 Kojimachi, Tokyo 102-0083, Japan)

  • Takeo Fujiwara

    (Department of Global Health Promotion, Tokyo Medical and Dental University (TMDU), Bunkyo 113-8519, Japan)

Abstract

Background: Excessive time spent playing video games is associated with adverse health outcomes in adolescents. Although poor child–parent relationship and social relations with peers are considered as possible predictors, little is known as to whether adverse childhood experiences (ACEs) are associated with time spent playing video games. The aim is to examine the association between ACEs and time spent playing video games in adolescents. Methods: We used pooled data from the Adachi Child Health Impact of Living Difficulty (A-CHILD) study in 2016 and 2018, which is a population-based cross-sectional study in Adachi City, Tokyo, Japan ( N = 6799, 4th, 6th, and 8th-grade students). Adolescents answered questionnaires examining the time spent playing video games, per day, on weekdays (“less than 1 h”, “less than 3 h”, and “more than 3 h”) and ACEs (eight types). Results: The results of the ordinal logistic regression analysis showed a positive association between ACE total score and time spent playing video games after adjusting for covariates (1 ACE: OR = 1.28, 95% CI = 1.10–1.48; 2 ACEs: OR = 1.25, 95% CI = 1.06–1.48; 3 + ACEs: OR = 1.44, 95% CI = 1.14–1.82, p for trend < 0.001). Regarding each type of ACE, the experiences of single parenthood, parental history of psychiatric disorders, and peer isolation were independently positively associated with time spent playing video games. Conclusions: Health policy to address ACEs might be important to shorten the time spent playing video games.

Suggested Citation

  • Satomi Doi & Aya Isumi & Takeo Fujiwara, 2021. "Association between Adverse Childhood Experiences and Time Spent Playing Video Games in Adolescents: Results from A-CHILD Study," IJERPH, MDPI, vol. 18(19), pages 1-12, October.
  • Handle: RePEc:gam:jijerp:v:18:y:2021:i:19:p:10377-:d:648683
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    References listed on IDEAS

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    1. Yoshihama, Mieko & Horrocks, Julie, 2010. "Risk of intimate partner violence: Role of childhood sexual abuse and sexual initiation in women in Japan," Children and Youth Services Review, Elsevier, vol. 32(1), pages 28-37, January.
    2. Xue Yang & Xuewen Jiang & Phoenix Kit-han Mo & Yong Cai & Le Ma & Joseph Tak-fai Lau, 2020. "Prevalence and Interpersonal Correlates of Internet Gaming Disorders among Chinese Adolescents," IJERPH, MDPI, vol. 17(2), pages 1-12, January.
    3. Mette Rasmussen & Charlotte Meilstrup & Pernille Bendtsen & Trine Pedersen & Line Nielsen & Katrine Madsen & Bjørn Holstein, 2015. "Perceived problems with computer gaming and Internet use are associated with poorer social relations in adolescence," International Journal of Public Health, Springer;Swiss School of Public Health (SSPH+), vol. 60(2), pages 179-188, February.
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    1. Rosa Angela Fabio & Massimo Ingrassia & Marco Massa, 2021. "Transient and Long-Term Improvements in Cognitive Processes following Video Games: An Italian Cross-Sectional Study," IJERPH, MDPI, vol. 19(1), pages 1-12, December.

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