伊朗青少年中重度抑郁症和焦虑症的患病率及其与视频游戏和互联网使用的关系

IF 0.4 Q4 PEDIATRICS Adolescent Psychiatry Pub Date : 2022-04-15 DOI:10.2174/2210676612666220415114504
F. Heidari, S. Norouzi, M. Kazemi-shishvan, H. Rezaei
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引用次数: 0

摘要

抑郁和焦虑是青少年中最常见的心理障碍。研究表明,心理健康问题与使用互联网之间存在正相关关系。本研究旨在确定青少年焦虑和重度抑郁障碍(MDD)负担及其与网络使用和视频游戏的关系。这项以社区为基础的横断面研究是在2019年3月至9月期间对西大不里士33-Laleh卫生中心转诊的13至18岁青少年进行的。采用贝克抑郁量表(BDI-SF)和儿童焦虑相关障碍筛查量表(SCARED)。收集了人口统计特征、每天上网和玩视频游戏的时间。采用logistic回归检验。本研究以150名青少年为研究对象,男女比例为1:1。通过筛查工具分别检测出39例(26%)、16例(10.7%)、20例(13.3%)和6例(4.0%)的焦虑和轻度、中度和重度抑郁障碍。参与者的平均年龄(SD)为14.8(1.54)岁。每天上网和玩视频游戏的平均持续时间(SD)分别为2.10(±2.6)小时和1.15(±1.7)小时。每玩一小时视频游戏,出现严重抑郁症状的几率增加42% (p=0.003),每使用一小时互联网,出现严重抑郁症状的几率增加31% (p=0.016)。考虑到抑郁症状与视频游戏和互联网使用之间的显著正相关,有必要呼吁采取行动,计划和实施心理筛查,并随后为有需要的人提供支持和治疗政策。
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The Prevalence of Major Depressive Disorder and Anxiety Disorder among Iranian Adolescents and their Association with Video Gaming and Internet Use
Depression and anxiety are among the most common psychological disorders in adolescents. Studies have suggested a positive correlation between mental health problems and using the internet. This study aimed to determine the burden of anxiety and major depressive disorder (MDD) and their association with internet use and video gaming in adolescents. This community-based cross-sectional study was conducted on adolescents aged 13 to 18 years referred to the 33-Laleh health center at West Tabriz from March to September 2019. The short form Beck Depression Inventory (BDI-SF) and Screen for Child Anxiety Related Disorders (SCARED) scales were used. The data for demographic characteristics and the number of hours of internet use and video gaming per day were collected. The logistic regression test was applied. In this study, 150 adolescents were included with a male to female ratio of 1:1. Anxiety and mild, moderate, and severe depressive disorder were detected in 39 (26%), 16 (10.7%), 20 (13.3%), and 6 (4.0%) cases by screening tools, respectively. The mean age (SD) of participants was 14.8 (1.54) years. The mean duration (SD) of internet use and video gaming per day was 2.10 (±2.6) and 1.15 (± 1.7) hours, respectively. The odds of severe depressive symptoms increased by 42% per hour of video gaming (p=0.003) and 31% per hour of internet use (p=0.016). : Considering the significant positive association between depressive symptoms and video gaming and internet use, there is a necessity to call for actions to plan and implement psychological screening and subsequent supporting and treatment policies for those in need.
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来源期刊
Adolescent Psychiatry
Adolescent Psychiatry PEDIATRICS-
CiteScore
0.80
自引率
0.00%
发文量
20
期刊介绍: Adolescent Psychiatry a peer-reviewed journal, aims to provide mental health professionals who work with adolescents with current information relevant to the diagnosis and treatment of psychiatric disorders in adolescents. Adolescent Psychiatry reports of original research, critical reviews of topics relevant to practitioners, clinical observations with analysis and discussion, analysis of philosophical, ethical or social aspects of the fields of psychiatry and mental health, case reports with discussions, letters, and position papers. Topics include adolescent development and developmental psychopathology, psychotherapy and other psychosocial treatment approaches, psychopharmacology, and service settings and programs. The primary focus of the work should be on adolescents, transition-aged youth, The primary focus of the work should be on adolescents, transition-aged youth, or emerging adults, that is, persons 12-24 years of age . Articles on families of adolescents, or adults who have been followed since adolescence will also be considered.
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