网络游戏障碍的模式和预测因素:来自约旦的一项观察性研究。

Pub Date : 2021-12-22 eCollection Date: 2021-01-01 DOI:10.2174/1745017902117010217
Reema Karasneh, Sayer Al-Azzam, Karem H Alzoubi, Mohammad B Nusair, Sahar Hawamdeh, Amal T Nusir
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引用次数: 1

摘要

目的:网络游戏障碍(IGD)是一个快速增长的公共卫生问题,可能有有害的影响。本研究的目的是确定与IGD状态相关的因素。方法:在这项横断面观察性研究中,招募了约旦的游戏玩家,并要求他们参与一项基于20项网络游戏障碍(IGD-20)的9项标准的在线调查,用于评估游戏障碍。还获得了社会人口学和社会心理数据。结果:共有504名游戏玩家参与了本研究。受访者平均年龄为21.6±3.90岁。使用标准IGD-20量表,96名参与者(19%)被归类为潜在的IGD病例,相比之下,408名(80.9%)非障碍玩家被归类为潜在的IGD病例。男性玩家占多数,占348人(69%)。男性每周玩游戏的时间(17.8±16.75)也明显多于女性(13±17.65)。大多数玩家(411人(81.5%))是学生,尽管无业成年人玩游戏的总时间最高(23.9±30.84小时/周)。结论:因此,建立玩家档案和识别IGD的预测因素对于指导临床分类和诊断疾病至关重要。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Patterns and Predictors of Internet Gaming Disorder: An Observational Study from Jordan.

Objective: Internet Gaming Disorder (IGD) is a rapidly growing public health problem that may have detrimental effects. The purpose of this study is to identify factors associated with IGD status.

Methods: In this cross-sectional observational study, a convenient sample of gamers in Jordan was recruited and asked to participate in an online survey based on the nine criteria of the 20-item Internet Gaming Disorder (IGD-20) used to assess gaming disorder. Sociodemographic and psychosocial data were also obtained.

Results: A total of 504 gamers participated in this study. The mean age of respondents was 21.6 ± 3.90 years. Using the standard IGD-20 scale, 96 participants (19%) were classified as potential IGD cases, compared to 408 (80.9%) non-disordered gamers. Males were dominant among the population, constituting 348 (69%) of gamers. Males also played significantly more hours per week [17.8 ±16.75] compared to females [13 ± 17.65]. The majority of gamers (411 (81.5%)) were students, although unemployed adults played for the highest total time [23.9 ± 30.84 hours/week]. Device type used for gaming also significantly (p <0.05) affected the time spent playing. Predictors of IGD included educational level (p< 0.05) and playing hours/week (p< 005). Conversely, no significant associations were found between IGD and gender, age, employment, or sleeping hours. IGD is increasingly being diagnosed among both genders and presents a health challenge for internet users.

Conclusion: Establishing gamer profiles and recognizing predictors of IGD is therefore vital for guiding clinical classification and diagnosis of the disease.

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