从教室到控制器:学校关闭如何影响儿童的电子游戏习惯。

IF 3.6 2区 医学 Q1 PSYCHIATRY Social Psychiatry and Psychiatric Epidemiology Pub Date : 2024-12-01 Epub Date: 2024-03-12 DOI:10.1007/s00127-024-02635-z
Muna Abed Alah, Sami Abdeen, Iheb Bougmiza, Nagah Selim
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引用次数: 0

摘要

研究目的本研究旨在评估与 COVID-19 相关的学校停课对卡塔尔公立学校学生屏幕时间和视频游戏习惯的影响,并探讨在此背景下网络游戏障碍(IGD)的流行情况:采用横断面方法,时间跨度为 2022 年 6 月至 8 月两个月。从卡塔尔国家电子健康记录系统中随机抽取了 8-15 岁的学生样本。对家长进行了电话访问以收集数据。家长网络游戏障碍量表(PIGDS)用于评估 IGD:结果:在 428 名家长中,有 257 名(60%)确认他们的孩子在学校停课期间参与了视频游戏。参与者平均年龄为 11 岁,其中女性 92 人(35.8%),男性 165 人(64.2%)。国籍包括 62.6% 的外籍人士和 37.4% 的卡塔尔本地人。在关闭期间,每周平均屏幕时间从 19.7 ± 10.1 小时大幅增加到 31.9 ± 12.6 小时(P 结语):观察到的视频游戏增加与 IGD 之间的关联突出表明,有必要采取有针对性的干预措施来应对潜在风险,并在这一人群中推广更健康的数字习惯。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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From classrooms to controllers: how school closures shaped children's video gaming habits.

Objectives: This study aimed to assess the impact of COVID-19-related school closures on screen time and video gaming habits among governmental school students in Qatar and explore the prevalence of Internet Gaming Disorder (IGD) within this context.

Methods: A cross-sectional approach was employed, spanning two months from June to August 2022. A random sample of students aged 8-15 years was drawn from the national electronic health record system of Qatar. Telephone interviews with parents were conducted to collect data. The Parental Internet Gaming Disorder Scale (PIGDS) was used for IGD assessment.

Results: Of 428 parents, 257 (60%) confirmed their child's engagement in video gaming during school closures. Participants averaged 11 years in age with 92 (35.8%) females and 165 (64.2%) males. Nationality included 62.6% expatriates and 37.4% Qatari locals. Average weekly screen time increased significantly from 19.7 ± 10.1 h to 31.9 ± 12.6 h during closure (p < 0.001). Video gaming time rose from 8.6 ± 8.6 h to 13.0 ± 12.4 h per week (p < 0.001). The prevalence of IGD was 8.6% (95% CI 5.4-12.7). Male students, expatriates, and those reporting increased video gaming time were more likely to develop IGD than their female and local counterparts.

Conclusion: The observed associations between video gaming increase and IGD highlight the need for focused interventions to address potential risks and promote healthier digital habits among this population.

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来源期刊
CiteScore
8.50
自引率
2.30%
发文量
184
审稿时长
3-6 weeks
期刊介绍: Social Psychiatry and Psychiatric Epidemiology is intended to provide a medium for the prompt publication of scientific contributions concerned with all aspects of the epidemiology of psychiatric disorders - social, biological and genetic. In addition, the journal has a particular focus on the effects of social conditions upon behaviour and the relationship between psychiatric disorders and the social environment. Contributions may be of a clinical nature provided they relate to social issues, or they may deal with specialised investigations in the fields of social psychology, sociology, anthropology, epidemiology, health service research, health economies or public mental health. We will publish papers on cross-cultural and trans-cultural themes. We do not publish case studies or small case series. While we will publish studies of reliability and validity of new instruments of interest to our readership, we will not publish articles reporting on the performance of established instruments in translation. Both original work and review articles may be submitted.
期刊最新文献
Developmental trajectories of conduct problems and time-varying peer problems: the Bergen child study. From classrooms to controllers: how school closures shaped children's video gaming habits. Young adults' work-family life courses and mental health trajectories from adolescence to young adulthood: a TRAILS study. Level of perceived social support, and associated factors, in combat-exposed (ex-)military personnel: a systematic review and meta-analysis. The association between sexual orientation and psychotic like experiences during adolescence: a prospective cohort study.
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