网络游戏障碍在18-25岁工科学生中的流行:来自Ernakulam地区的横断面研究

S. Mohandas, NevinJ Palal, M. Mathew, A. Moses Ezhil Raj, Aravind Mohan, Abdul Bari, Amrithachandra K P, Aravindh Krishna R
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引用次数: 0

摘要

导读:过去几年,全球手机游戏用户数量不断增长。据报道,在当前现代社会的约束下,游戏是满足人类基本需求的一种新方式。本研究旨在确定喀拉拉邦埃纳库拉姆地区18-25岁工科学生中网络游戏障碍(IGD)的患病率及其相关风险因素。材料与方法:本研究采用简单随机抽样的方法,在喀拉拉邦埃纳库拉姆地区的工程院校中进行在线横断面研究。有精神疾病的学生被排除在研究之外。根据Mihara和Higuchi在2017年报告的IGD患病率,本研究使用公式n = (4FNx01pq)/d2计算的最小样本量为291。研究工具是一份半结构化问卷,包含三个部分:社会人口统计资料、IGD和网络游戏行为模式。由于使用Google Forms收集数据,因此从Google Sheet中下载数据,并使用SPSS 20.0版软件程序导出和分析数据。结果:该研究共有271名参与者,其中大多数是男性。研究人群的平均年龄为22.77岁。IGD患病率为2.2%。在相关的风险因素中,独居者被发现与IGD有显著关联。结论:虽然在我们的研究中观察到的流行率很低,但由于印度的游戏玩家数量一直在不断增加,所以我们需要更加注意保持低流行率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Prevalence of Internet gaming disorder among engineering students aged 18–25 years: A cross-sectional study from Ernakulam district
Introduction: The number of mobile game users has increased globally over the last few years. Gaming has been reported as a new way of satisfying basic human needs within the constraints of the current modern society. This research aimed to determine the prevalence of Internet gaming disorder (IGD) among engineering students aged 18–25 years in the Ernakulam district of Kerala and the associated risk factors. Materials and Methods: This was an online-based cross-sectional study among engineering colleges in Ernakulam district of Kerala selected by simple random sampling. Students with psychiatric ailments were excluded from the study. On the basis of the prevalence of IGD, reported by Mihara and Higuchi in 2017, the minimum calculated sample size for this study using the formula, n = (4FNx01pq)/d2 was 291. The study tool was a semi-structured questionnaire with three segments: socio-demographic profile, IGD, and Internet gaming behavior pattern. As data were collected using Google Forms, data were downloaded from Google Sheet and exported to and analyzed using SPSS software program, version 20.0. Results: The study had 271 participants and most of them were males. The mean age group of the study population was 22.77 years. The prevalence of IGD was found to be 2.2%. In the associated risk factors, people living alone were found to have a significant association with IGD. Conclusion: Although the prevalence observed in our research is low, more attention needs to be given to keeping the prevalence low, as the number of gamers in India has been constantly increasing.
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