青少年群体数字成瘾的流行病学,理解背景

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The\nsample included 7000 students who were randomly selected (multistage stratified random sample) from 10 private schools in Dubai.\nData collection was carried out by standard questionnaire developed by the World Health Organization which includes different\nhealth domains (addiction, and addiction to electronic devices). Ethical issues were followed up to standards. The questionnaire and\nconsent forms were given to the participants who met the inclusion criteria. An information sheet was attached to the questionnaire\nexplaining the purpose of the study. The students were assured that the confidentiality and privacy of the answers were maintained.\nNo names, phone numbers, and identification are required. Data coding, data entry and data analysis has been conducted by using\nSPSS 20 software.\nResults: The present study revealed that 56% of school children aged 13-15 years old spend three hours or more a day using electronic\ngames, and this percentage rises to nearly 63% with the age group 16-17 years. The study showed that children, who excessively use\nthese games might face social, emotional and behavioral problems such as isolation, anxiety and depression. Pointing out that children\nmay complain of psychological pressure, stress or dehydration and burning eye, due to constant staring with bright light across the\nscreens of devices. Most students (68.7%) said they were on social media between one and five hours daily, while 3.3 per cent said\nthey spend less than an hour. 39.8% of students stayed without food or drink for a long time and 50.5 % tried to quit social media\nlast year but failed. 15% of students spend 4-8 hours on social media and 1.6% spend more than 10 hours. When the students were\nasked about how they feel of the burden on their daily life and social commitments, 60% of them replied that social media decreases\ntheir interaction with the outside environment and family time, 55.6% said it interfered with their homework. The study showed that\nmore than one quarter (26.7%) or almost one out of four reach up to more than 6 hours per day and could sometimes reach up to 10\nin browsing and interacting with social media. The study reflected that more than 400 children showed the negative symptoms on the\nuse of tablets. It appeared significantly on children who use them for more than two hours a day compared to their counterparts who\ndo not use it at all or use it less than two hours. They have noticed that those who use it less have great language, motor and mental\nskills. Parents do not seem to be paying attention on how technology is taking their kids away from them. Children between the ages\nof 11 and 17 found out what really is keeping them so busy on all these addictive devices. Around 70% of them are most vulnerable\nto gaming addiction. They belong to the under-five age group, because parents are preoccupied with them.\nConclusion: Electronic addiction among children and adolescents is a rapidly growing phenomena in the City of Dubai. 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引用次数: 0

摘要

背景:有毒瘾的人无法控制自己的行为、行为或使用。他们的毒瘾可能达到有害的程度。成瘾不仅涉及身体方面,如毒品或酒精,还包括抽象的东西,通常被描述为行为成瘾。成瘾的原因差异很大,很少有人完全了解。它们通常是由不同程度的身体、心理、环境和情绪因素引起的。目的:研究迪拜等现代全球城市儿童和青少年的电子设备概况,并研究成瘾现象的流行率和规模。方法:这项研究是在2015年全球学校健康调查期间在阿拉伯联合酋长国迪拜进行的。该样本包括从迪拜10所私立学校随机抽取的7000名学生(多阶段分层随机样本)。数据收集是通过世界卫生组织制定的标准问卷进行的,该问卷包括不同的健康领域(成瘾和对电子设备的成瘾)。道德问题得到了标准化的跟进。问卷和调查表发给符合入选标准的参与者。调查表附有一份说明研究目的的资料表。学生们得到保证,答案的保密性和隐私性得到了维护。不需要姓名、电话号码和身份证明。采用SPSS 20软件进行数据编码、数据录入和数据分析。结果:本研究显示,56%的13-15岁在校儿童每天使用电子游戏3小时或以上,16-17岁年龄组的这一比例上升到近63%。研究表明,过度使用这些游戏的儿童可能会面临社交、情绪和行为问题,如孤立、焦虑和抑郁。指出,孩子们可能会抱怨心理压力、压力或脱水以及眼睛灼热,因为他们经常用强光盯着设备的屏幕。大多数学生(68.7%)表示,他们每天在社交媒体上的时间在一到五个小时之间,而3.3%的学生表示,他们的时间不到一个小时。39.8%的学生长期不吃不喝,50.5%的学生去年试图退出社交媒体,但没有成功。15%的学生在社交媒体上花费4-8小时,1.6%的学生花费超过10小时。当被问及他们对日常生活和社交负担的感受时,60%的学生回答说社交媒体减少了他们与外界环境和家庭时间的互动,55.6%的学生说社交媒体干扰了他们的家庭作业。研究表明,超过四分之一(26.7%)或几乎四分之一的人每天的浏览时间超过6小时,有时浏览和与社交媒体互动的时间可达10小时。研究表明,超过400名儿童在服用药片后出现了阴性症状。与完全不使用或使用时间不到两小时的儿童相比,每天使用时间超过两小时的孩子明显出现了这种情况。他们注意到,那些使用较少的人有很好的语言、运动和心理技能。父母似乎没有注意到技术是如何把孩子从他们身边带走的。11岁到17岁的孩子们发现了是什么让他们在这些令人上瘾的设备上如此忙碌。其中大约70%的人最容易沉迷于游戏。他们属于五岁以下的年龄组,因为父母都很关心他们。结论:在迪拜市,儿童和青少年的电子成瘾现象正在迅速增长。它对这一群体的社会和职业生活及职能产生了重大影响,需要在多个层面进行干预。
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Epidemiology of Digital Addiction among Adolescent Cohorts, Understanding Contexts
Background: People with addiction do not have control over their behavior, actions or usage. Their addiction may reach to a point that it is harmful. Addiction does not only involve the physical aspects such as drugs or alcohol but also includes abstract things, often described as a behavioral addiction. The causes of addiction differ considerably and are seldom fully understood. They are generally caused by varying degrees of physical, mental, circumstantial and emotional factors. Objectives: To study the electronic devise profile among children and adolescent in modern global cities such as Dubai and to study the prevalence and size of the addiction phenomena. Methodology: This study was carried out in Dubai, United Arab Emirates during the Global School Health Survey in 2015. The sample included 7000 students who were randomly selected (multistage stratified random sample) from 10 private schools in Dubai. Data collection was carried out by standard questionnaire developed by the World Health Organization which includes different health domains (addiction, and addiction to electronic devices). Ethical issues were followed up to standards. The questionnaire and consent forms were given to the participants who met the inclusion criteria. An information sheet was attached to the questionnaire explaining the purpose of the study. The students were assured that the confidentiality and privacy of the answers were maintained. No names, phone numbers, and identification are required. Data coding, data entry and data analysis has been conducted by using SPSS 20 software. Results: The present study revealed that 56% of school children aged 13-15 years old spend three hours or more a day using electronic games, and this percentage rises to nearly 63% with the age group 16-17 years. The study showed that children, who excessively use these games might face social, emotional and behavioral problems such as isolation, anxiety and depression. Pointing out that children may complain of psychological pressure, stress or dehydration and burning eye, due to constant staring with bright light across the screens of devices. Most students (68.7%) said they were on social media between one and five hours daily, while 3.3 per cent said they spend less than an hour. 39.8% of students stayed without food or drink for a long time and 50.5 % tried to quit social media last year but failed. 15% of students spend 4-8 hours on social media and 1.6% spend more than 10 hours. When the students were asked about how they feel of the burden on their daily life and social commitments, 60% of them replied that social media decreases their interaction with the outside environment and family time, 55.6% said it interfered with their homework. The study showed that more than one quarter (26.7%) or almost one out of four reach up to more than 6 hours per day and could sometimes reach up to 10 in browsing and interacting with social media. The study reflected that more than 400 children showed the negative symptoms on the use of tablets. It appeared significantly on children who use them for more than two hours a day compared to their counterparts who do not use it at all or use it less than two hours. They have noticed that those who use it less have great language, motor and mental skills. Parents do not seem to be paying attention on how technology is taking their kids away from them. Children between the ages of 11 and 17 found out what really is keeping them so busy on all these addictive devices. Around 70% of them are most vulnerable to gaming addiction. They belong to the under-five age group, because parents are preoccupied with them. Conclusion: Electronic addiction among children and adolescents is a rapidly growing phenomena in the City of Dubai. It has a significant impact on the social and professional life and functions of this group, which necessitate intervention at many levels.
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