Computerspiele im Kindes- und Jugendalter unter besonderer Betrachtung von Suchtverhalten, ADHS und Aggressivität
Abstract
Einleitung: Computerspiele gehören mittlerweile zu den beliebtesten Freizeitbeschäftigungen von Kindern und Jugendlichen und ersetzen in zunehmendem Maß traditionelle Spiel-und Interaktionsaktivitäten. Gesamt betrachtet sind mit dieser Entwicklung nicht nur emotionale oder soziale Entwicklungsrisiken verbunden und im pädagogisch-therapeutischen Bereich können sich mit der Nutzung von Computerspielen auch durchaus Förder- oder sogar therapeutische Möglichkeiten verbinden. Anderseits mehren sich Belege, dass die exzessive Nutzung von Computerspielen mit einem signifikant erhöhten Risiko zu nicht-stoffgebundenem Suchtverhalten einhergeht und die Prävalenzen hierfür altersübergreifend besorgniserregend hoch sind mit tendenzieller Zunahme. Zielsetzung: Der vorliegende Beitrag basiert auf einer Medlinerecherche. Die Zielsetzung besteht darin, zunächst motivationale und entwicklungspsychologische Besonderheiten von Computerspielen herauszuarbeiten, Prävalenzen und Risiken für eine Suchtentwicklung darzustellen und Verbindungen sowie Auswirkungen zu ausgewählten psychischen Störungen, nämlich Aufmerksamkeitsdefizitstörungen und aggressiven Verhaltensweisen darzustellen. Ergebnisse: Die vorliegenden Ergebnisse weisen aus, dass speziell von einer ADHS betroffene Kinder und Jugendliche aufgrund der neuropsychologischen Gegebenheiten dieses Störungsbildes vulnerabel sind für die Entwicklung einer Computerspielsucht. Zum anderen kann der exzessive Konsum gewalthaltiger Computerspiele ein wichtiges Bindeglied für das Zustandekommen vermehrt aggressiver Verhaltensweisen bedeuten bei Vorliegen von bereits vorbestehenden aggressiven Kognitionen und Verhaltensskripten. Schlussfolgerung: Angesichts der zunehmenden klinischen Relevanz von Suchtverhalten bei Computerspielen besteht dringend die Notwendigkeit zur Erarbeitung diagnostischer und therapeutischer Standards, wobei der Vernetzung mit ebenfalls mit der Materie befassten Fach- bzw. Arbeitsbereichen eine wichtige Bedeutung zukommt.
Playing computer games has become one of the main leisure activities in children and adolescents and increasingly replaces traditional playing and interactional activities. There might exist developmental benefits or positive effects of computer games that can be used for educational or therapeutic purposes. More important several studies have well demonstrated that excessive computer game playing is associated with behavior that features all components of non-chemical addiction and the prevalences across all age groups seem to be impressingly high. Objective: This overview relies on a Medline research. Its objective is to describe motivational and developmental characteristics attributed to computer games as well as the prevalences of computer playing in children and adolescents to better understand the risks for addictive use. We especially focus on the relations of excessive computer playing with attention-deficit hyperactivity disorder (ADHD) and aggressive behavior. Results: The results demonstrate that children with ADHD are especially vulnerable to addictive use of computer games due to their neuropsychological profile. Moreover excessive violent computer game playing might be a significant risk variable for aggressive behavior in the presence of personality traits with aggressive cognitions and behavior scripts in the consumers. Conclusions: The increasing clinical meaning of addictive computer games playing urgently necessitates the development of diagnostic and therapeutic tools for clinical practice as well as the cooperation with allied disciplines.
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