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The Psychiatric Impact of Video Game Addiction in a Sample of Ain Shams University Student 电子游戏成瘾对艾因沙姆斯大学学生精神病学的影响
Pub Date : 2022-09-13 DOI: 10.26420/austinaddictsci.2022.1015
E. H, El-Meguid Ma, Kasem Re, Soliman A, Asaad T
Background: The WHO initiative on excessive gaming did not start out with the preconception that it was an addictive disorder. The term used at the outset was (Excessive use of the Internet, computers, smart phones and similar electronic devices) [15]. A decision was made that the delineation of disorders was to be based primarily on the content and behavior, such as gaming, pornography and gambling. This notion corresponds with the recent DSM-5 including Internet gaming disorder as a “condition for further study” [15]. The prevalence of the disorder in 37 cross-sectional studies widely ranged from 0.7% to 27.5%. Methodology: This was a cross sectional study , took place from January 2018 till January 2020 ,conducted on 30 male and female which were diagnosed according to video game addiction questionnaire recruited from outpatient clinics of Ain Shams University undergraduates hospital located in eastern Cairo, Egypt, aging from 18 to 25 years, participants were assessed using (A self- administered questionnaire, -Fahmy and El sherbini socioeconomic classification, video gaming addiction scale, ICD 10 symptoms checklist for mental disorders). Results: This study found that there were statistically non-significant differences in age, gender, relation with the family and friends and also the time spent on video games daily in hours in correlation with video gaming addiction types. This study found statistically significant correlation between both the salience and conflict with others parts of lemmens scale in relation to types of addiction. The results were statistically non significant of the ICD-10 psychiatric morbidities in relation to video gaming addiction subcategories of lemmens scale that could be attributed to the small sample size. Conclusion and Recommendations: This study aimed to increase the awareness of psychiatrists and all mental health professionals regarding the importance of managing video gaming addicted gamers, it was recommended to measure the prevalence video gaming addiction and psychiatric morbidities for in a larger sample and multiple age groups.
背景:世卫组织针对过度游戏的倡议并非一开始就有一种先入为主的观念,即它是一种成瘾障碍。一开始使用的术语是(过度使用互联网、电脑、智能手机和类似的电子设备)[15]。会议决定,对精神障碍的界定主要基于内容和行为,例如游戏、色情和赌博。这一概念与最近的DSM-5将网络游戏障碍作为“进一步研究的条件”相一致[15]。在37项横断面研究中,该疾病的患病率从0.7%到27.5%不等。方法:这是一项横断面研究,于2018年1月至2020年1月进行,对30名男性和女性进行了研究,这些男性和女性根据来自埃及开罗东部艾因沙姆斯大学本科生医院门诊诊所的电子游戏成瘾问卷进行了诊断,年龄在18至25岁之间。参与者使用(一份自我调查问卷,- fahmy和El sherbini社会经济分类,电子游戏成瘾量表,ICD 10精神障碍症状清单)。结果:该研究发现,年龄、性别、与家人和朋友的关系以及每天花在电子游戏上的时间(小时数)与电子游戏成瘾类型存在统计学上的不显著差异。本研究发现,在与成瘾类型相关的元素量表中,显著性和与其他部分的冲突之间存在统计学上的显著相关性。ICD-10精神疾病发病率与电子游戏成瘾子类别的关系在统计学上不显著,这可能是由于样本量小。结论和建议:本研究旨在提高精神病学家和所有心理健康专业人员对管理电子游戏成瘾玩家的重要性的认识,建议在更大的样本和多个年龄组中测量电子游戏成瘾和精神疾病的患病率。
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Austin addiction sciences
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