Date of Conferral

2022

Degree

Ph.D.

School

Public Health

Advisor

Dr Wen-hung Kuo

Abstract

Suicide represents a leading cause of death in U.S. young people, and the rate is increasing. Although young people are spending more time each day playing video or computer games, there is limited research on the association, if any, between playing video games and suicidality. The purpose of this study was to identify whether there is a statistically significant association between video gaming, physical inactivity, and suicidality (suicidal ideation, planning, and attempts). Age, race, gender, and being bullied electronically and in school were assessed as potential confounding variables. The interpersonal theory of suicidal behavior and the social-ecological theory served as the theoretical foundation for the quantitative cross-sectional study. Data from the Centers for Disease Control and Prevention’s 2017 Youth Risk Behavior Surveillance System survey were analyzed. The population included 14,756 U.S. students ages 13-18 years. Binary logistic regression revealed an association between playing video games and the three dependent variables of suicidality. The other independent variable, physical inactivity, was associated with suicidal ideation and suicide planning. Being bullied, both electronically and in school, had a positive association with all three dependent variables. Gender also revealed a positive association with females being more likely than males to exhibit suicidal behaviors. Race was associated with suicide attempts and suicide planning. The study’s positive social change implications include providing knowledge that researchers and public health workers can use to (a) identify changes in youth social behaviors that increase suicidality and (b) design intervention programs to reduce video gaming and increase physical activities among young people.

Included in

Epidemiology Commons

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