青少年游戏障碍负担:系统回顾和荟萃分析

IF 2.2 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Prakasini Satapathy , Mahalaqua Nazli Khatib , Ashok Kumar Balaraman , Roopashree R , Mandeep Kaur , Manish Srivastava , Amit Barwal , G.V. Siva Prasad , Pranchal Rajput , Rukshar Syed , Gajendra Sharma , Sunil Kumar , Mahendra Pratap Singh , Ganesh Bushi , Nagavalli Chilakam , Sakshi Pandey , Manvinder Brar , Rachana Mehta , Sanjit Sah , AbhayM. Gaidhane , Shailesh Kumar Samal
{"title":"青少年游戏障碍负担:系统回顾和荟萃分析","authors":"Prakasini Satapathy ,&nbsp;Mahalaqua Nazli Khatib ,&nbsp;Ashok Kumar Balaraman ,&nbsp;Roopashree R ,&nbsp;Mandeep Kaur ,&nbsp;Manish Srivastava ,&nbsp;Amit Barwal ,&nbsp;G.V. Siva Prasad ,&nbsp;Pranchal Rajput ,&nbsp;Rukshar Syed ,&nbsp;Gajendra Sharma ,&nbsp;Sunil Kumar ,&nbsp;Mahendra Pratap Singh ,&nbsp;Ganesh Bushi ,&nbsp;Nagavalli Chilakam ,&nbsp;Sakshi Pandey ,&nbsp;Manvinder Brar ,&nbsp;Rachana Mehta ,&nbsp;Sanjit Sah ,&nbsp;AbhayM. Gaidhane ,&nbsp;Shailesh Kumar Samal","doi":"10.1016/j.puhip.2024.100565","DOIUrl":null,"url":null,"abstract":"<div><h3>Objectives</h3><div>Integrating digital technology into daily life has made video games a primary form of entertainment for adolescents worldwide. Despite their benefits, excessive gaming has emerged as a significant public health issue, recognized as a gaming disorder by the World Health Organization in the ICD-11. This study aims to assess the prevalence of gaming disorders among adolescents through a systematic review and meta-analysis.</div></div><div><h3>Study design</h3><div>Systematic review and meta-analysis.</div></div><div><h3>Methods</h3><div>A search was conducted across multiple databases until February 15, 2024. Observational studies that assessed the prevalence of gaming disorder were included. Nested Knowledge software was used for screening and data extraction. The quality assessment was performed using the Joanna Briggs Institute tool. Meta-analysis using a random effect model was used to synthesize prevalence rates. Statistical analyses were performed in R software version 4.3.</div></div><div><h3>Results</h3><div>The meta-analysis included 84 studies covering a diverse geographical scope totaling 641,763 individuals. The pooled prevalence of gaming disorder was 8.6 % (95 % CI: 6.9 %–10.8 %), (I<sup>2</sup> = 100 %). Subgroup analysis revealed varying prevalence rates by country, with China reporting the highest rate at 11.7 % (95 % CI: 8.6 %–15.7 %). Meta-regression analysis highlighted an increasing trend in the prevalence of gaming disorder over the years, underscoring the growing impact of digital technologies.</div></div><div><h3>Conclusion</h3><div>A significant prevalence of gaming disorder among adolescents is observed. With an increasing trend, fostering healthy gaming habits, enhancing awareness, and implementing effective intervention programs are crucial. This emphasizes the importance of global efforts in combating the growing challenge of gaming disorder among adolescents.</div></div>","PeriodicalId":34141,"journal":{"name":"Public Health in Practice","volume":"9 ","pages":"Article 100565"},"PeriodicalIF":2.2000,"publicationDate":"2024-12-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Burden of gaming disorder among adolescents: A systemic review and meta-analysis\",\"authors\":\"Prakasini Satapathy ,&nbsp;Mahalaqua Nazli Khatib ,&nbsp;Ashok Kumar Balaraman ,&nbsp;Roopashree R ,&nbsp;Mandeep Kaur ,&nbsp;Manish Srivastava ,&nbsp;Amit Barwal ,&nbsp;G.V. Siva Prasad ,&nbsp;Pranchal Rajput ,&nbsp;Rukshar Syed ,&nbsp;Gajendra Sharma ,&nbsp;Sunil Kumar ,&nbsp;Mahendra Pratap Singh ,&nbsp;Ganesh Bushi ,&nbsp;Nagavalli Chilakam ,&nbsp;Sakshi Pandey ,&nbsp;Manvinder Brar ,&nbsp;Rachana Mehta ,&nbsp;Sanjit Sah ,&nbsp;AbhayM. Gaidhane ,&nbsp;Shailesh Kumar Samal\",\"doi\":\"10.1016/j.puhip.2024.100565\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><h3>Objectives</h3><div>Integrating digital technology into daily life has made video games a primary form of entertainment for adolescents worldwide. Despite their benefits, excessive gaming has emerged as a significant public health issue, recognized as a gaming disorder by the World Health Organization in the ICD-11. This study aims to assess the prevalence of gaming disorders among adolescents through a systematic review and meta-analysis.</div></div><div><h3>Study design</h3><div>Systematic review and meta-analysis.</div></div><div><h3>Methods</h3><div>A search was conducted across multiple databases until February 15, 2024. Observational studies that assessed the prevalence of gaming disorder were included. Nested Knowledge software was used for screening and data extraction. The quality assessment was performed using the Joanna Briggs Institute tool. Meta-analysis using a random effect model was used to synthesize prevalence rates. Statistical analyses were performed in R software version 4.3.</div></div><div><h3>Results</h3><div>The meta-analysis included 84 studies covering a diverse geographical scope totaling 641,763 individuals. The pooled prevalence of gaming disorder was 8.6 % (95 % CI: 6.9 %–10.8 %), (I<sup>2</sup> = 100 %). Subgroup analysis revealed varying prevalence rates by country, with China reporting the highest rate at 11.7 % (95 % CI: 8.6 %–15.7 %). Meta-regression analysis highlighted an increasing trend in the prevalence of gaming disorder over the years, underscoring the growing impact of digital technologies.</div></div><div><h3>Conclusion</h3><div>A significant prevalence of gaming disorder among adolescents is observed. With an increasing trend, fostering healthy gaming habits, enhancing awareness, and implementing effective intervention programs are crucial. This emphasizes the importance of global efforts in combating the growing challenge of gaming disorder among adolescents.</div></div>\",\"PeriodicalId\":34141,\"journal\":{\"name\":\"Public Health in Practice\",\"volume\":\"9 \",\"pages\":\"Article 100565\"},\"PeriodicalIF\":2.2000,\"publicationDate\":\"2024-12-20\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Public Health in Practice\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S2666535224001022\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Public Health in Practice","FirstCategoryId":"1085","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S2666535224001022","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH","Score":null,"Total":0}
引用次数: 0

摘要

将数字技术融入日常生活使电子游戏成为全球青少年的主要娱乐形式。尽管有这些好处,但过度游戏已经成为一个重大的公共卫生问题,被世界卫生组织在ICD-11中认定为游戏障碍。本研究旨在通过系统回顾和荟萃分析来评估青少年游戏障碍的患病率。研究设计:系统回顾和荟萃分析。方法在多个数据库中进行检索,直至2024年2月15日。其中包括评估游戏障碍患病率的观察性研究。采用嵌套Knowledge软件进行筛选和数据提取。使用Joanna Briggs Institute工具进行质量评估。采用随机效应模型进行meta分析,综合患病率。采用R软件4.3进行统计分析。结果荟萃分析包括84项研究,涵盖不同的地理范围,共计641,763人。游戏障碍的总患病率为8.6% (95% CI: 6.9% - 10.8%), (I2 = 100%)。亚组分析显示不同国家的患病率不同,中国报告的患病率最高,为11.7% (95% CI: 8.6% - 15.7%)。元回归分析强调了多年来游戏障碍的流行趋势,强调了数字技术日益增长的影响。结论青少年中存在明显的游戏障碍。随着趋势的增加,培养健康的游戏习惯,提高意识,实施有效的干预计划是至关重要的。这强调了全球努力应对青少年中日益严重的游戏障碍挑战的重要性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Burden of gaming disorder among adolescents: A systemic review and meta-analysis

Objectives

Integrating digital technology into daily life has made video games a primary form of entertainment for adolescents worldwide. Despite their benefits, excessive gaming has emerged as a significant public health issue, recognized as a gaming disorder by the World Health Organization in the ICD-11. This study aims to assess the prevalence of gaming disorders among adolescents through a systematic review and meta-analysis.

Study design

Systematic review and meta-analysis.

Methods

A search was conducted across multiple databases until February 15, 2024. Observational studies that assessed the prevalence of gaming disorder were included. Nested Knowledge software was used for screening and data extraction. The quality assessment was performed using the Joanna Briggs Institute tool. Meta-analysis using a random effect model was used to synthesize prevalence rates. Statistical analyses were performed in R software version 4.3.

Results

The meta-analysis included 84 studies covering a diverse geographical scope totaling 641,763 individuals. The pooled prevalence of gaming disorder was 8.6 % (95 % CI: 6.9 %–10.8 %), (I2 = 100 %). Subgroup analysis revealed varying prevalence rates by country, with China reporting the highest rate at 11.7 % (95 % CI: 8.6 %–15.7 %). Meta-regression analysis highlighted an increasing trend in the prevalence of gaming disorder over the years, underscoring the growing impact of digital technologies.

Conclusion

A significant prevalence of gaming disorder among adolescents is observed. With an increasing trend, fostering healthy gaming habits, enhancing awareness, and implementing effective intervention programs are crucial. This emphasizes the importance of global efforts in combating the growing challenge of gaming disorder among adolescents.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
Public Health in Practice
Public Health in Practice Medicine-Health Policy
CiteScore
2.80
自引率
0.00%
发文量
117
审稿时长
71 days
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信