青少年网络游戏障碍相关因素的评估。

Egemen Ünal, Mehmet Enes Gökler, Şenol Turan
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引用次数: 0

摘要

背景:游戏成瘾在全世界都是一个日益严重的问题。本研究旨在评估网络游戏障碍(IGD)在年轻人中的流行程度及其心理、社会和行为影响。方法:进行初步研究,确定网络上最常玩的游戏类型。然后,我们联系了大约60个游戏网站经理。在获得同意后,调查问卷被发送给游戏网站的成员,他们被要求完成调查问卷。通过社会人口统计表格、网络游戏障碍简易量表(IGDS9-SF)、优势与困难问卷(SDQ)和状态-特质焦虑量表(STAI)收集数据。研究结果:该研究共有613名参与者。参与者年龄15 ~ 30岁,平均年龄20.80±4.63岁。IGD患病率为10% (n=67)。那些来自低收入家庭和学习成绩较差的孩子更有可能患上IGD。此外,IGD更可能发生在那些亲密朋友较少、从小就玩游戏、习惯花大量时间在Twitch或YouTube上观看在线游戏视频的人身上。此外,喜欢第一人称射击游戏(FPS)和大型多人在线角色扮演游戏(MMORPG)的人患游戏障碍的风险大约高出两倍。结论:本研究结果可为估计IGD水平及开展更全面的IGD控制研究提供参考。
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An Evaluation of the Factors Related to Internet Gaming Disorder in Young Adults.

Background: Game addiction is a growing problem all over the world. The present study aimed to evaluate the prevalence and psychological, social, and behavioral effects of internet gaming disorder (IGD) on young adults.

Methods: A preliminary study was conducted and the game types most commonly played on the internet were determined. Then, approximately 60 gaming site managers were contacted. After obtaining consent, the questionnaires were sent to gaming site members and they were asked to complete the questionnaires. Data were collected through a sociodemographic form, Internet Gaming Disorder Scale-Short Form (IGDS9-SF), Strengths and Difficulties Questionnaire (SDQ), and State-Trait Anxiety Inventory (STAI).

Findings: The study was conducted with 613 participants. The age of the participants ranged from 15 to 30 years, with a mean age of 20.80±4.63 years. The prevalence of IGD was 10% (n=67). Those with low-income families and low academic performance were identified as more likely to develop IGD. Moreover, IGD was revealed to be more likely in individuals with fewer close friends, playing games from an early age, and those with a habit of devoting extensive time to watching online game videos on Twitch or YouTube. In addition, the risk of gaming disorder was approximately two times higher in individuals who preferred First Person Shooter (FPS) games and Massively Multiplayer Online Role-Playing Games (MMORPG).

Conclusion: The results of this study could be useful for estimating the level of IGD and carrying out more comprehensive studies to possibly be able to control IGD.

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