A Canadian study is reassuring about the links between the use of screens and video games in adolescence and psychotic experiences in adulthood.
- Canadian researchers observed a weak correlation between media use in adolescence and psychotic experiences in adulthood.
- But for them, it could be largely explained by other factors, such as mental health and interpersonal difficulties during childhood. Therefore, video games and screens are not a significant risk factor.
- On the other hand, the study shows that video games can serve as a coping strategy for teenagers who are encountering difficulties.
Between video games, social networks and applications, adolescents are spending more and more time on screens. This trend also raises many concerns about their effects on their brain, both among parents and health professionals.
A research team from McGill University (Canada) wanted to examine the effects of video games, computer use or other media during adolescence and determine if they could be linked to psychotic experiences. adulthood. Their work was published in the journal JAMA PsychiatryApril 10, 2024.
Screen and psychosis: a weak correlation recorded
Scientists interviewed a sample of 1,226 people for this study. Among them, around 12% said they spent a lot of time playing video games between the ages of 12 and 17. Analysis of the data collected also revealed a slight correlation between screen use in adolescence and psychotic experiences in adulthood. But, according to the authors, there is no need to worry: given the weak correlation observed, it could be explained by other factors such as mental health and interpersonal difficulties encountered during childhood.
“The results of our study reassure us, since they do not confirm the hypothesis according to which the use of screens in adolescence is a significant risk factor for the occurrence of psychotic experiences in adulthood”says Vincent Paquin of McGill University and lead author of the new study in a communicated.
Video games: an adaptation strategy for teenagers
It is interesting to note that adolescents who used screens a lot more often came from a low-income background. They also had experienced a greater number of mental health problems and relationship difficulties in their childhood than others.
“We could deduce that young people are attracted to video games because they have difficult experiences, as an adaptation to these situations or because it is a more accessible activity in such circumstances”continues Vincent Paquin.
At the end of their work, the Canadian team draws a conclusion: if it is essential for their health that young people find a good balance between screen time and their other activities, digital technologies such as video games can also help them cope with the difficulties of their daily lives.