印尼青少年游戏行为及其与网络游戏障碍的关系

F. Rahayu, L. Nugroho, R. Ferdiana
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摘要

网络游戏障碍(IGD)是一个全球性的问题,可能会对个人造成负面影响。许多研究调查了许多国家IGD的流行程度、游戏行为和风险因素。印度尼西亚是东南亚国家之一,拥有大量的电子游戏玩家。然而,没有关于IGD患病率和游戏行为的有效数据,特别是在全国范围内的印度尼西亚年轻人中。本研究旨在调查印度尼西亚年轻人的游戏行为,调查该人群中是否存在IGD的标准,并检查游戏行为与IGD之间的相关性。共有1451名年龄在18 - 24岁之间的个体(平均年龄为20.29岁,SD = 1.879)参与了本研究。使用包含9个条目的网络游戏障碍简易量表(IGDS9-SF)对游戏障碍进行评估。游戏行为与IGD之间的相关性使用层次回归分析进行评估。研究发现,11.85%的印尼年轻人患有IGD。结果还显示,游戏时间和游戏类型对IGD有显著的预测作用。预计这些发现将成为进一步预防和干预工作的基础,特别是对那些最容易患IGD的人。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gaming Behaviors and Its Correlation with Internet Gaming Disorder among Indonesian Young Adults
Internet Gaming Disorder (IGD) is a worldwide issue that may result in negative consequences for individuals. Many studies investigated the prevalence, gaming behavior, and risk factors of IGD in many countries. Indonesia is one of the Southeast Asia countries with a high number of video game players. However, there is no valid data available on the IGD prevalence and gaming behaviors, particularly among Indonesian young adults on a nationwide scale. This study aims to examine the gaming behaviors among Indonesian young adults, investigate whether the criteria of IGD are present in this population, and examine the correlation between gaming behaviors and IGD. A total of 1451 individuals aged 18 – 24 years old (mean age = 20.29, SD = 1.879) participated in this study. Gaming disorder was assessed using the nine-item Internet Gaming Disorder Scale–Short Form (IGDS9-SF). The correlation between gaming behaviors and IGD was assessed using Hierarchical Regression Analysis. The study found that 11.85% of Indonesian young adults were indicated to have IGD. The results also showed that time spent gaming and game genre significantly predicted IGD. The findings were anticipated to be the basis for further prevention and intervention efforts, particularly for those who are most vulnerable to IGD.
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