网络游戏障碍对娱乐屏幕时间与大学生学习成绩关联的修饰作用

Moderating effect of internet gaming disorder on the association between recreational screen time and academic performance among college students

  • 摘要: 目的:探讨大学生娱乐屏幕时间、网络游戏障碍和社交网络成瘾与学习成绩的关联,并分析前三者之间的潜在交互作用。方法:于2025年11—12月纳入上海市某理工院校572名大学生。通过问卷调查娱乐屏幕时间(观看视频时间+玩网络游戏时间+使用社交网络时间),使用量表评估网络游戏障碍和社交网络成瘾情况,并获取最近一学年的加权平均成绩。采用多变量线性回归及相乘交互作用模型进行分析。结果:娱乐屏幕时间(尤其是玩网络游戏时间)与学习成绩呈负向关联,娱乐屏幕时间、玩网络游戏时间每增加1 h/d,学习成绩分别下降0.258分(β=-0.258,95%CI:-0.427~-0.088,P=0.003)、0.952分(β=-0.952,95%CI:-1.397~-0.507,P<0.001);网络游戏障碍评分与学习成绩呈负向关联(β=-0.329,95%CI:-0.620~-0.039,P=0.026)。娱乐屏幕时间与网络游戏障碍存在负向相乘交互作用(β=-0.135,95%CI:-0.209~-0.061,P<0.001),其中观看视频时间和使用社交网络时间与网络游戏障碍亦存在交互作用。未发现社交网络成瘾相关的交互作用。结论:大学生娱乐屏幕时间和网络游戏障碍均与较低学习成绩相关,且网络游戏障碍可能增强部分娱乐屏幕时间与学习成绩之间的负向关联,但尚不能确定因果关系。

     

    Abstract: Objective: To investigate the associations of recreational screen time, internet gaming disorder, and social network addiction with academic performance among college students, and to analyze the potential interactions among these three factors. Methods: A total of 572 college students from a science and engineering university in Shanghai were enrolled between November and December 2025. Recreational screen time(video watching, online gaming, and social networking) was assessed using a questionnaire, while internet gaming disorder and social network addiction were evaluated using validated scales. Weighted average academic performance over the most recent academic year was obtained. Multivariable linear regression and multiplicative interaction models were used for data analysis. Results: Recreational screen time, particularly online gaming time, was negatively associated with lower academic performance. For each 1-hour/day increase in total recreational screen time and online gaming time, academic performance decreased by 0.258 points(β=-0.258, 95% CI:-0.427 to -0.088, P=0.003) and 0.952 points(β=-0.952, 95% CI:-1.397 to -0.507, P<0.001), respectively. Internet gaming disorder scores were negatively associated with lower academic performance(β=-0.329, 95% CI:-0.620 to -0.039, P=0.026). A negative multiplicative interaction was observed between recreational screen time and internet gaming disorder(β=-0.135, 95% CI:-0.209 to -0.061, P<0.001); video-watching time and social networking time also showed interactions with internet gaming disorder. No interactions involving social network addiction were observed. Conclusion: Recreational screen time, and internet gaming disorder are associated with lower academic performance among college students. Internet gaming disorder may strengthen the negative associations of certain types of recreational screen time with academic performance; however, causality cannot yet be established.

     

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