A Clinical Study of Internet Gaming Disorder in Adolescents with Psychiatric Disorders

P. Sachan, A. Arya, Shweta Singh, Pawan Kumar Gupta, V. Agarwal
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引用次数: 2

Abstract

Purpose- The severity of different IGD symptoms criteria has not been explored much. The study describes the phenomenology of IGD in Adolescents with comorbid psychiatric disorders attending child and adolescent psychiatry OPD. Methods- Adolescents aged 13-16 years, who have attended child and adolescent Psychiatry OPD, of a tertiary care teaching hospital for psychiatric disorders, with a history of gaming and fulfilled criteria as per DSM-5 for IGD have been included. All the subjects have then assessed using semi-structured proforma, IGDS and K-SADS-PL.Results- In the study Sample of 46 Adolescents most common IGDS criteria was "Conflict" and least common criterion was "Tolerance". IGDS mean Score of "Conflict" was the highest while it was the least for "Displacement". "Escape “and "Deception" were significantly higher for females. "Displacement" significantly higher for Urban domicile and Online mode of gaming. "Persistence" was significantly higher for those who were gaming on personal devices and playing MMORPGs. Psychiatric disorders associated with IGD were ODD (46.66%), Dissociative disorder (24.44%), ADHD (17.77%) and Depressive disorder (11.11%). Phenomenology of IGD was comparable across all psychiatric comorbidities except subjects with dissociative disorders, who had significantly higher scores for "Escape" than ADHD and Depression. Also, subjects with ODD had significantly higher scores for "Displacement" than the subjects with Dissociative disorder in terms of IGDS scores. Conclusion: Significant differences in the severity of DSM-5-IGD symptoms criteria is found in terms of gender, domicile, gaming genre (MMORPGs), accessibility of smartphones, online/offline modes of gaming and the associated psychiatric comorbidity.
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青少年精神障碍患者网络游戏障碍的临床研究
目的-尚未对不同IGD症状标准的严重程度进行过多探讨。该研究描述了在儿童和青少年精神科门诊就诊的患有共病精神障碍的青少年IGD的现象学。方法-纳入了13-16岁的青少年,他们曾就读于一家三级精神病教学医院的儿童和青少年精神病学门诊部,有游戏史,并符合DSM-5的IGD标准。然后,所有受试者都使用半结构化形式表、IGDS和K-SADS-PL进行了评估。结果-在46名青少年的研究样本中,最常见的IGDS标准是“冲突”,最不常见的标准是“容忍”。IGDS的“冲突”平均得分最高,而“流离失所”平均得分最低。女性的“逃离”和“欺骗”显著更高。城市住所和在线游戏模式的“流离失所”显著更大。对于那些在个人设备上玩游戏和玩MMORPG的人来说,“持久性”明显更高。与IGD相关的精神障碍包括ODD(46.66%)、解离性障碍(24.44%)、多动症(17.77%)和抑郁症(11.11%)。除解离性障碍受试者外,IGD的现象学在所有精神合并症中都具有可比性,解离性障碍的受试者在“逃离”方面的得分明显高于多动症和抑郁症。此外,就IGDS得分而言,ODD受试者的“位移”得分明显高于解离障碍受试者。结论:DSM-5-IGD症状标准的严重程度在性别、住所、游戏类型(MMORPG)、智能手机的可访问性、在线/离线游戏模式和相关的精神共病方面存在显著差异。
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0.00%
发文量
7
审稿时长
31 weeks
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