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。

Q2 Medicine
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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来源期刊
Clinical Practice and Epidemiology in Mental Health
Clinical Practice and Epidemiology in Mental Health Medicine-Psychiatry and Mental Health
CiteScore
5.30
自引率
0.00%
发文量
17
期刊介绍: Clinical Practice & Epidemiology in Mental Health is an open access online journal, which publishes Research articles, Reviews, Letters in all areas of clinical practice and epidemiology in mental health covering the following topics: Clinical and epidemiological research in psychiatry and mental health; diagnosis, prognosis and treatment of mental health conditions; and frequencies and determinants of mental health conditions in the community and the populations at risk; research and economic aspects of psychiatry, with special attention given to manuscripts presenting new results and methods in the area; and clinical epidemiologic investigation of pharmaceutical agents. Clinical Practice & Epidemiology in Mental Health, a peer reviewed journal, aims to provide the most complete and reliable source of information on current developments in the field. The emphasis will be on publishing quality articles rapidly and freely available worldwide.
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