日本早期怀孕女性的游戏使用情况

H. Sato, T. Yasui
{"title":"日本早期怀孕女性的游戏使用情况","authors":"H. Sato, T. Yasui","doi":"10.5539/gjhs.v15n2p1","DOIUrl":null,"url":null,"abstract":"BACKGROUND: Gaming addiction is becoming a problem in young women. However, there has been no report on game usage in pregnant women. \n \nOBJECTIVE: The aim of this study was to determine the current status of computer game usage and the existence of game addiction and also to determine the associations of game usage time with lifestyle, personal relationships and thoughts about games in pregnant women at early gestation. \n \nSUBJECTS & METHODS: We recruited pregnant women who received a pregnancy checkup during the first trimester. We distributed QR codes for the online survey. We conducted a web questionnaire survey including Internet Gaming Disorder Scale (IGDS) in 178 pregnant women. \n \nRESULTS: The proportion of women with game usage was 40.4%. The mean game usage time per day was 72.9 minutes. There were no pregnant women whose IGDS score was more than 5 points. We divided 72 participants into three groups by tertile according to game usage time per day: group A (≦ 30 mins), group B (> 30 and ≦ 90 mins) and group C (> 90 mins). There were no significant differences in current smoking, alcohol drinking and daily life behavior among the three groups. There were significant differences in the proportions of women who had difficulty for establishing personal relationships by face-to-face communication and who thought that they might have a game addiction among the three groups. Pregnant women with longer game usage time had a high IGDS score. \n \nCONCLUSION: We showed for the first time the proportion of pregnant women who use games in the early period of gestation. Pregnant women with longer game usage time may require careful observation.","PeriodicalId":12573,"journal":{"name":"Global Journal of Health Science","volume":"222 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2022-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Game Usage in Pregnant Women at Early Gestation in Japan\",\"authors\":\"H. Sato, T. Yasui\",\"doi\":\"10.5539/gjhs.v15n2p1\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"BACKGROUND: Gaming addiction is becoming a problem in young women. However, there has been no report on game usage in pregnant women. \\n \\nOBJECTIVE: The aim of this study was to determine the current status of computer game usage and the existence of game addiction and also to determine the associations of game usage time with lifestyle, personal relationships and thoughts about games in pregnant women at early gestation. \\n \\nSUBJECTS & METHODS: We recruited pregnant women who received a pregnancy checkup during the first trimester. We distributed QR codes for the online survey. We conducted a web questionnaire survey including Internet Gaming Disorder Scale (IGDS) in 178 pregnant women. \\n \\nRESULTS: The proportion of women with game usage was 40.4%. The mean game usage time per day was 72.9 minutes. There were no pregnant women whose IGDS score was more than 5 points. We divided 72 participants into three groups by tertile according to game usage time per day: group A (≦ 30 mins), group B (> 30 and ≦ 90 mins) and group C (> 90 mins). There were no significant differences in current smoking, alcohol drinking and daily life behavior among the three groups. There were significant differences in the proportions of women who had difficulty for establishing personal relationships by face-to-face communication and who thought that they might have a game addiction among the three groups. Pregnant women with longer game usage time had a high IGDS score. \\n \\nCONCLUSION: We showed for the first time the proportion of pregnant women who use games in the early period of gestation. Pregnant women with longer game usage time may require careful observation.\",\"PeriodicalId\":12573,\"journal\":{\"name\":\"Global Journal of Health Science\",\"volume\":\"222 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-12-23\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Global Journal of Health Science\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.5539/gjhs.v15n2p1\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Global Journal of Health Science","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5539/gjhs.v15n2p1","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2

摘要

背景:游戏成瘾正在成为年轻女性的一个问题。然而,目前还没有关于孕妇玩游戏的报道。目的:本研究的目的是确定电脑游戏使用现状和游戏成瘾的存在,并确定游戏使用时间与妊娠早期孕妇的生活方式、人际关系和游戏思想的关系。研究对象和方法:我们招募了在妊娠早期接受妊娠检查的孕妇。我们为在线调查分发了二维码。采用网络游戏障碍量表(IGDS)对178名孕妇进行网络问卷调查。结果:女性使用游戏的比例为40.4%。平均每天游戏使用时间为72.9分钟。未见IGDS评分大于5分的孕妇。我们根据72名参与者每天使用游戏的时间,将他们分成三组:A组(≦30分钟)、B组(> 30和≦90分钟)和C组(> 90分钟)。三组患者目前吸烟、饮酒及日常生活行为均无显著差异。在这三个群体中,难以通过面对面交流建立人际关系的女性比例和认为自己可能有游戏成瘾的女性比例存在显著差异。游戏使用时间越长的孕妇IGDS得分越高。结论:我们首次展示了在怀孕早期使用游戏的孕妇比例。使用游戏时间较长的孕妇可能需要仔细观察。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Game Usage in Pregnant Women at Early Gestation in Japan
BACKGROUND: Gaming addiction is becoming a problem in young women. However, there has been no report on game usage in pregnant women. OBJECTIVE: The aim of this study was to determine the current status of computer game usage and the existence of game addiction and also to determine the associations of game usage time with lifestyle, personal relationships and thoughts about games in pregnant women at early gestation. SUBJECTS & METHODS: We recruited pregnant women who received a pregnancy checkup during the first trimester. We distributed QR codes for the online survey. We conducted a web questionnaire survey including Internet Gaming Disorder Scale (IGDS) in 178 pregnant women. RESULTS: The proportion of women with game usage was 40.4%. The mean game usage time per day was 72.9 minutes. There were no pregnant women whose IGDS score was more than 5 points. We divided 72 participants into three groups by tertile according to game usage time per day: group A (≦ 30 mins), group B (> 30 and ≦ 90 mins) and group C (> 90 mins). There were no significant differences in current smoking, alcohol drinking and daily life behavior among the three groups. There were significant differences in the proportions of women who had difficulty for establishing personal relationships by face-to-face communication and who thought that they might have a game addiction among the three groups. Pregnant women with longer game usage time had a high IGDS score. CONCLUSION: We showed for the first time the proportion of pregnant women who use games in the early period of gestation. Pregnant women with longer game usage time may require careful observation.
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
自引率
0.00%
发文量
0
×
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