Problematic Video Game Use among Teenagers in Sfax, Tunisia

L. Cherif, H. Ayadi, Khawla Khmakhem, I. Kacem, Sourour Kammoun, Y. Moalla
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引用次数: 1

Abstract

Playing video games is now a major leisurely pursuit among adolescents in many parts of the world [1-3]. Initially, playing is not pathological but it becomes so for some individuals when the activity becomes dysfunctional. Internet gaming disorder has been included in the emerging measures and models section of the fifth edition of the Diagnostic Statistical Manual [4,5] as a subject of further empirical enquiry. The terms used to describe problematic video game use (PVU) vary across the research literature [5]. Data from various countries around the world suggest that between 0.2% to 15.5% of the adolescents are engaged in PVU [6-10]. A summary of prevalence studies found that there was a higher prevalence of problematic video gaming in East Asian populations, compared to Western European, North American and Australian populations [11].
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突尼斯斯法克斯青少年使用电子游戏的问题
在世界上许多地方,玩电子游戏现在是青少年的一项主要休闲活动[1-3]。起初,玩游戏并不是病态的,但对某些人来说,当这种活动变得不正常时,它就变得病态了。网络游戏障碍已被列入《诊断统计手册》第五版的新兴测量和模型部分[4,5],作为进一步实证研究的主题。用于描述有问题的电子游戏使用(PVU)的术语在研究文献中各不相同。来自世界各国的数据表明,0.2%至15.5%的青少年从事性侵[6-10]。流行研究总结发现,与西欧、北美和澳大利亚的人群相比,东亚人群中问题电子游戏的流行程度更高。
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