网络游戏障碍:在沙特阿拉伯达曼的高中男生中,其流行程度和相关的游戏行为、焦虑和抑郁。

IF 1.9 Q3 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Journal of Family and Community Medicine Pub Date : 2022-05-01 Epub Date: 2022-05-13 DOI:10.4103/jfcm.jfcm_48_22
Mohammed A Alhamoud, Ahmed A Alkhalifah, Abdullatif K Althunyan, Tajammal Mustafa, Hatem A Alqahtani, Feras A Al Awad
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引用次数: 7

摘要

背景:在过去的几十年里,电子游戏变得流行起来,导致负面影响的报道越来越多。本研究旨在评估网络游戏障碍(IGD)的流行程度及其与游戏行为、抑郁和焦虑的关系。材料与方法:本研究以达曼市高中男生为研究对象。采用分层随机抽样法选择学校,采用自填问卷法收集数据。数据分析使用SPSS v23.0;最初的分析包括描述性统计。连续变量和有序变量的比较采用t检验或Mann-Whitney U检验,并酌情采用方差分析或Kruskal-Wallis检验;分类变量采用卡方检验。计算Spearman相关系数,确定IGD评分与抑郁、焦虑评分的相关性。结果:共有726名高中游戏玩家参与,其中87%是沙特人,平均年龄为16.92岁,45%来自公立学校。平均IGD评分为18.12,IGD患病率为21.85%。平日玩游戏时间≥4小时/天或周末玩游戏时间≥6小时/天的学生和每月玩游戏时间≥200沙特里亚尔的玩家的平均IGD得分显著较高(P < 0.001)。使用PC/笔记本玩游戏的玩家的IGD得分明显高于使用其他设备的玩家(P = 0.002)。动作游戏、打斗游戏、开放世界游戏和暴力游戏的IGD得分明显较高。在患有IGD的学生中,21.7%患有中重度/重度抑郁,11.4%患有重度焦虑。结论:IGD是一种值得关注的高中男生精神障碍。它与某些游戏行为和其他心理问题有关。我们建议未来更大规模的研究也包括女性。
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Internet gaming disorder: Its prevalence and associated gaming behavior, anxiety, and depression among high school male students, Dammam, Saudi Arabia.

Background: Video games have become popular in the last few decades, resulting in an increase in reported negative consequences. This study aimed to assess the prevalence of internet gaming disorder (IGD), its association with gaming behavior, depression, and anxiety in male high school students.

Materials and methods: This cross-sectional study involved male high school students in Dammam. Schools were selected using stratified random sampling, and data were collected using a self-administered questionnaire. Data analyzed using SPSS v23.0; the initial analysis included descriptive statistics. Continuous and ordinal variables were compared using t-test or Mann-Whitney U test, and ANOVA or Kruskal-Wallis test, as appropriate; Chi-square test was used for categorical variables. Spearman correlation coefficient was calculated to determine the correlation between IGD score and depression and anxiety scores.

Results: A total of 726 high school gamers were involved, 87% of whom were Saudi, with a mean age of 16.92 years and 45% were from public schools. The mean IGD score was 18.12, and the prevalence of IGD was 21.85%. Students who spent ≥4 h/day on weekdays or ≥6 h/day at weekends on videogames and gamers who spent ≥200 Saudi Riyals per month on gaming had significantly higher mean IGD scores (P < 0.001). Gamers who used PC/laptop for gaming had significantly higher IGD scores compared to those who used other devices (P = 0.002). Action, fight, open-world games, and games with violence were associated with significantly higher IGD scores. Among students with IGD, 21.7% had moderately severe/severe depression and 11.4% had severe anxiety.

Conclusion: IGD is a concerning psychiatric disorder in male high school students. It is associated with certain gaming behavior and other mental problems. We recommend future larger-scale research that includes females as well.

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来源期刊
Journal of Family and Community Medicine
Journal of Family and Community Medicine PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH-
CiteScore
4.00
自引率
3.70%
发文量
20
审稿时长
37 weeks
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