Excessive gaming and internet use: Preliminary results with anxiety and depression among highly engaged Peruvian gamers

J. Ramos-Diaz, Claudia Guevara-Cordero, O. Király, Z. Demetrovics, M. Griffiths
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引用次数: 4

Abstract

According to the world internet statistics, Peru reported 22 million of internet users in 2017 and the penetration rate was 67% in the same year [1]. With the rapid proliferation of internet and videogames, internet addiction and addiction to videogames has become a topic of interest among different professionals, scholars, organizations and the media in Peru. Despite the fact that previous research has found clear differences and demographic profiles for internet addiction and internet gaming disorder, to our knowledge, there have been no further reports on these associations between these variables in Peruvian gamers. In addition to this, the term "internet addiction" has always been associated with videogames in the Peruvian context. Therefore, the present study aimed to examine the extent of association between problematic internet use, gaming addiction, and time spent playing, depression, and anxiety. Methods: To examine these associations, Peruvian gamers completed the problematic internet use questionnaire (PIUQ), and problematic online gaming questionnaire (POGQ), as well as anxiety and depression subscales of the Brief Symptom Inventory (BSI). Results: As expected, results demonstrated significant associations between PIUQ, POGQ, anxiety, depression and amount of weekly gaming. Implications and results are discussed for academics and mental health professionals in Peru.
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过度玩游戏和上网:秘鲁高参与度玩家焦虑和抑郁的初步结果
根据世界互联网统计,2017年秘鲁互联网用户为2200万,同年渗透率为67%[1]。随着互联网和电子游戏的迅速普及,网络成瘾和电子游戏成瘾已成为秘鲁不同专业人士、学者、组织和媒体感兴趣的话题。尽管之前的研究已经发现了网络成瘾和网络游戏障碍的明显差异和人口统计特征,但据我们所知,秘鲁玩家中这些变量之间的关联还没有进一步的报道。除此之外,在秘鲁,“网瘾”一词总是与电子游戏联系在一起。因此,本研究旨在检验有问题的网络使用、游戏成瘾、游戏时间、抑郁和焦虑之间的联系程度。方法:为了检验这些关联,秘鲁游戏玩家完成了问题网络使用问卷(PIUQ)和问题网络游戏问卷(POGQ),以及简短症状量表(BSI)的焦虑和抑郁子量表。结果:正如预期的那样,结果显示PIUQ、POGQ、焦虑、抑郁和每周游戏量之间存在显著关联。讨论了对秘鲁学术界和精神卫生专业人员的影响和结果。
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