Publication Cover
Vulnerable Children and Youth Studies
An International Interdisciplinary Journal for Research, Policy and Care
Volume 18, 2023 - Issue 1
434
Views
0
CrossRef citations to date
0
Altmetric
Research Article

Association of violent video gaming with mental health among male teenagers in Lebanon

, , ORCID Icon, , ORCID Icon & ORCID Icon
Pages 76-86 | Received 21 May 2022, Accepted 13 Dec 2022, Published online: 22 Dec 2022
 

ABSTRACT

The impact of violent video gaming on the mental health of adolescents has been of extreme importance to health care professionals and policy makers for many years. Lebanon is gripped by political and economic events that contribute to the increased prevalence of mental disorders especially among children and adolescents. This study sought to examine the association between violent video gaming and mental health problems including aggression, depression, anxiety, and insomnia among male teenagers in Lebanon. This is a cross-sectional survey study that enrolled a sample of 388 male students from grades 9, 10, 11 and 12 (13–17 years of age). The students were drawn from five Lebanese schools between October and December 2019. The Video Game Questionnaire was used to assess the games use frequencies, the degree of violent content (blood), and the degree of violent images, the Buss and Perry Scale for aggression, the Normative Beliefs about Aggression for the perceptions and beliefs about behaving aggressively, the Patient Health Questionnaire-9 for depression, the Hamilton Anxiety Rating Scale for anxiety and the Lebanese Insomnia Scale for insomnia. A multivariate analysis of covariance (MANCOVA) was carried out after adjusting for age and household crowding index. The results showed that higher video gaming total score was significantly associated with higher anxiety (Beta = 0.039), insomnia (Beta = 0.042), total aggression (Beta = 0.141) and approval of aggression (Beta = 0.061), but not depression (Beta = 0.009). Our findings reveal the association between higher violent VGs exposure and higher approval of aggression, aggression, anxiety and insomnia among male teenagers in Lebanon. Such data can be relied on as a framework for parents, health care providers and teachers to increase awareness and protect our teenagers from the possible negative effect of violent video gaming.

Acknowledgments

The authors would like to thank the students who helped them in this study.

Contributions

MA and NK were responsible for the data collection and entry. SH, MA, IF and SO designed the study; MA and IF drafted the manuscript; SH and CH carried out the analysis and interpreted the results; DM revised the paper for intellectual content; all authors reviewed the final manuscript and gave their consent; SH and SO were the project supervisors.

Disclosure statement

No potential conflict of interest was reported by the author(s).

Data availability statement

The data cannot be shared publicly but is available upon a logical request from the corresponding author SH.

Patient and public involvement

Patients and/or the public were not involved in the design, or conduct, or reporting, or dissemination plans of this research.

Additional information

Funding

The authors have not declared a specific grant for this research from any funding agency in the public, commercial or not-for-profit sectors.

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.