IF 1.4 Q3 EDUCATION, SCIENTIFIC DISCIPLINES
Journal of Education and Health Promotion Pub Date : 2024-09-28 eCollection Date: 2024-01-01 DOI:10.4103/jehp.jehp_2026_23
Abhishek Kumar, Ajay Gupta, Dilip Raj, Amit Kumar
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引用次数: 0

摘要

背景:网络游戏障碍(IGD)是一个全球性问题,与失眠、学习成绩差和攻击性等多种心理并发症有关。本研究旨在探讨印度医学院学生中游戏障碍的模式和相关因素,并确定其动机基础:在获得机构伦理委员会批准后,于 2021 年 1 月至 2021 年 6 月在拉贾斯坦邦的一所医学院进行了一项横断面分析研究。研究对象为所有年龄在18岁或18岁以上、在过去一年(即过去12个月)中参与过网络游戏的医学本科生。这是一项基于网络的在线调查,通过预先设计的半结构式问卷收集受访者的社会人口学特征、网络游戏障碍量表简表(IGDS9-SF)和网络游戏动机问卷(MOGQ)。在性别、药物滥用、关系状况、每周花在游戏上的时间和金钱等几个自变量的基础上,对因变量进行了多元回归分析预测:这项研究包括864名本科生,其中675人在过去12个月中参与了网络游戏,因此对675名学生进行了分析,以评估IGD的严重程度。游戏障碍者的比例为 2.1%。滥用药物[几率比(OR)= 7.026]、拥有游戏机或其他专用游戏设备(OR = 10.099)和每周花费在游戏上的时间(OR = 7.026)与成为失常游戏者的几率显著相关。同样,每周花在游戏上的钱和开始玩游戏的年龄也是预测 IGD 的重要因素:结论:滥用药物、拥有游戏机或其他专用游戏设备、每周花在游戏上的时间、每周花在游戏上的钱以及开始玩游戏的年龄是导致游戏障碍的独立预测因素。限制游戏活动并参与和训练其他活动有助于克服这一问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Pattern and correlates of Internet gaming disorder among medical students - A cross-sectional study from a tertiary care health institute, Rajasthan.

Background: Internet gaming disorder (IGD) is a global problem associated with several psychological complications, such as insomnia, poor academic performance, and aggression. The present study aimed to explore the pattern and correlates of gaming disorder among a sample of medical college students from India and determine the motivational basis for it.

Materials and methods: An analytical cross-sectional study was conducted at a medical college in Rajasthan from January 2021 to June 2021 after obtaining approval from the Institutional Ethical Committee. The study participants were all medical undergraduate students of age 18 years or more, who were engaged in Internet gaming during the past year (i.e., the last 12 months. It was a web-based online survey in which a pre-designed, semi-structured questionnaire was used to collect information on the socio-demographic profile of the respondents, Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) and Motives for Online Gaming Questionnaire (MOGQ) scale. Multivariate regression analysis was performed for the prediction of dependent variables on the basis of several independent variables like gender, substance abuse, relationship status, and weekly time and money spent on gaming.

Results: The study included 864 undergraduate students, out of which 675 were engaged in Internet gaming during the last 12 months, so analyses were made on 675 students to assess the severity of IGD. The proportion of disordered gamers was 2.1%. Substance abuse [odds ratio (OR) = 7.026], owning a game console or other dedicated gaming devices (OR = 10.099), and weekly time spent on gaming (OR = 7.026) were significantly associated with higher odds of being a disordered gamer. Similarly, the weekly amount of money spent on gaming and the age of initiation of gaming were also significant predictors for IGD.

Conclusions: Substance abuse, owning a game console or other dedicated gaming devices, weekly time spent on gaming, weekly money spent on gaming, and age of initiation of gaming were independent predictors for disordered gamers. Restricting gaming activities and engaging and training in other activities can help overcome the problem.

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来源期刊
CiteScore
2.60
自引率
21.40%
发文量
218
审稿时长
34 weeks
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