TY - JOUR PY - 2022// TI - Does Video Game Play Elevate Suicide Risk? A Cross-sectional Study of Japanese Young Adults1,2 JO - Japanese psychological research A1 - Koga, Y. A1 - Kawano, K. A1 - Kawashima, D. SP - ePub EP - ePub VL - ePub IS - ePub N2 - The present study explored the relationship between video/online game playing and suicide risk among Japanese young adults using the interpersonal-psychological theory of suicide. A sample of 310 players aged 20-39 years was recruited through an Internet research company. Each participant completed a questionnaire containing items that measured time spent on games, game addiction (GA), game categories, suicidal ideation (SI), suicide attempt (SA), perceived burdensomeness, thwarted belongingness, acquired capability for suicide (ACS), depression, and demographic variables (including age and sex). Multiple regression analyses revealed that depression and the GA × depression interaction significantly explained SI. However, the effect was limited. Additionally, the results revealed that SI was a strong predictor of SA, but the SI × ACS interaction and the SI × ACS × time spent on games interaction were also significant. It should be noted that the time spent on games explained the SA only when SI was low and ACS was high. These results may indicate the necessity of examining suicide risk in GA interventions for young adults; however, more research is needed. © 2022 Japanese Psychological Association. Published by John Wiley & Sons Australia, Ltd.
Language: en
LA - en SN - 0021-5368 UR - http://dx.doi.org/10.1111/jpr.12442 ID - ref1 ER -