COVID-19大流行,社会隔离和网络游戏成瘾:来自两个病例报告的证据

IF 0.4 Q4 PEDIATRICS
S. Arya, M. Sharma, S. Rathee, Priya Singh
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引用次数: 1

摘要

在COVID-19限制的背景下,网络游戏将自己定位为促进遵守预防措施的活动,同时允许用户进行社交互动和娱乐。越来越多的证据表明,全世界的观众和游戏活动都在增加。然而,这种快速增长的游戏活动也将弱势群体置于问题使用和成瘾的风险之中。我们提供了2个真实世界的例子,说明与流行病相关的变化如何导致那些以前玩过娱乐或很少玩网络游戏的人出现游戏障碍。公共卫生政策制定者需要注意游戏成瘾的潜在后果,这是继疫情带来的更多变化之后的又一后果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
COVID-19 Pandemic, Social Isolation, and Online Gaming Addiction: Evidence From Two Case Reports
In the background of COVID-19 restrictions, online games have positioned themselves as activities which promote adherence to precautionary measures, while allowing users to socially interact and entertain themselves. Emerging evidence suggest increase in viewership as well as gaming activity throughout the world. However, such rapid increase in initiation of gaming activities also puts vulnerable population at risk of developing problematic use and addiction. We provide 2 real world examples of how pandemic-related changes can contribute toward gaming disorder in those with previously recreational or minimal Internet gaming. Public health policymakers need to be mindful of potential fallout of gaming addiction secondary to increased changes brought by the pandemic.
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来源期刊
CiteScore
0.70
自引率
16.70%
发文量
0
期刊介绍: Journal of Indian Association for Child and Adolescent Mental Health (JIACAM) is a peer reviewed online journal. Uniform Requirements for Manuscripts Submitted to Biomedical Journals (http://www.icmje.org) will be followed. JIACAM accepts original articles, review articles, case reports, conference announcements, summary of trials, letters to the editor and conference reports.
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