医学生网络游戏障碍:来自印度喀拉拉邦中部的一项观察性研究

R. Bhaskar, Bichu P. Babu, S. Sebastian
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引用次数: 2

摘要

背景:信息技术的发展使网络游戏作为一种休闲活动得到普及。印度目前在全球游戏下载量排行榜上排名第五。这使得印度的一部分人口,尤其是年轻人和青少年,极易受到过度数字游戏带来的伤害。虽然大多数时候,玩电子游戏是无害的,甚至可能与认知、社交或身体方面的好处有关,但过度玩游戏可能会导致一些人出现各种健康问题。目的:采用《精神障碍诊断与统计手册-5》(DSM-5)量表,通过网络游戏障碍测试(IGDT)-10问卷调查,了解喀拉拉邦中部医学生问题游戏的流行情况。材料和方法:在Pathanamthitta、Alappuzha、Kottayam和erakulam地区的MBBS本科生中进行了一项横断面研究。采用igdt -10-英文版十项量表收集数据,并采用DSM-5量表进行分析。关于人口统计细节和游戏信息的数据以95%置信区间(CI)的比例表示。结果:喀拉拉邦中部医学生游戏问题患病率为6.98%。玩电子游戏(χ2 = 190.10, P = 0.001)和玩游戏3小时(χ2 = 207.05, P = 0.001)与玩家头痛、颈痛和腕痛的身体症状显著相关(优势比= 40.6,95% CI[18.776-87.936])。结论:医学生的游戏问题呈上升趋势,有必要对其进行检查并及时采取补救措施。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Internet gaming disorder among medical students: An observational study from Central Kerala, India
Background: The development of information technology has popularized Internet gaming as a leisure time activity. India is currently ranked fifth among the list of top countries by game downloads globally. This makes a subset of the population of India, especially the young and adolescents, extremely vulnerable to the harms associated with excessive digital gaming. Although, most of the time, playing video games is harmless and even may be associated with cognitive, social, or physical benefits, excessive use of playing games can lead to various health problems in some individuals. Objective: The objective of the study was to estimate the prevalence of problematic gaming among medical students in Central Kerala by Internet Gaming Disorder Test (IGDT)-10 questionnaire using Diagnostic and Statistical Manual of Mental Disorders-5 (DSM-5) scale. Materials and Methods: A cross-sectional study was conducted among undergraduate MBBS students across Pathanamthitta, Alappuzha, Kottayam, and Ernakulam districts. Data were collected using a ten-item IGDT-10-English version and analyzed by DSM-5 scale. Data on demographic details and information about gaming were expressed as proportions with a 95% confidence interval (CI). Results: The prevalence of problematic gaming among medical students in Central Kerala is 6.98%. Playing video games (χ2 = 190.10, P = 0.001) and playing games for >3 h (χ2 = 207.05, P = 0.001) were significantly associated with the physical complaints of headaches, neck pain, and wrist pain among gamers (odds ratio = 40.6, 95% CI [18.776–87.936]). Conclusion: Problematic gaming among medical students is on the rise, and therefore, there is a need for a check and timely remedial action.
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