在土耳其COVID-19大流行期间,可能的ADHD与视频游戏增加和游戏症状严重程度的关联

C. Evren, B. Evren, E. Dalbudak, M. Topçu, N. Kutlu
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摘要

目的:本研究的目的是研究在COVID-19大流行限制期间,年轻人中可能的注意缺陷多动障碍(ADHD)与视频游戏的增加以及游戏障碍症状的严重程度之间的关系。第二个目标是检验COVID-19相关功能失调焦虑和当前年龄的中介作用。方法:采用成人注意力缺陷多动障碍自我报告量表(ASRS-v1.1)、9项网络游戏障碍简易量表(IGDS9-SF)和冠状病毒焦虑量表(CAS)对大学生进行评估。结果:可能患有ADHD的参与者(n=117, 21.2%)与没有可能患有ADHD的参与者(n=441, 79.0%)相比,在年龄、性别、恋爱关系、就业状况和花在游戏上的时间方面没有差异。然而,他们与游戏相关的问题比例更高,在COVID-19大流行之前被诊断为焦虑症,量表得分也更高(IGDS9-SF和CAS)。在分层逻辑回归分析中,可能的ADHD预测了大流行期间视频游戏的增加,但当将当前年龄和与COVID-19相关的功能失调焦虑纳入分析时,它们是显著的预测因子,而可能的ADHD不再是预测因子。虽然在ANCOVA中,ADHD可能与游戏障碍的症状严重程度有关,但与COVID-19相关的功能失调焦虑是一个重要的协变量。结论:目前的研究结果可能表明,大流行期间可能存在的ADHD与视频游戏增加之间的关系是由年轻成年人中较低的年龄和与COVID-19相关的功能失调焦虑介导的。此外,尽管与COVID-19相关的功能失调焦虑是游戏障碍症状严重程度的重要协变量,但ADHD可能与游戏障碍症状严重程度独立相关。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The association of probable ADHD with the increase in video gaming and the disordered gaming symptom severity during COVID-19 pandemic in Turkey
Objective: The objective of the study is to examine the association of probable attention deficit hyperactivity disorder (ADHD) with the increase in video gaming and the severity of disordered gaming symptoms among young adults during the COVID-19 pandemic restrictions. The second objective was to examine the mediating role of COVID-19 related dysfunctional anxiety and current age. Methods: The Adult ADHD Self-Report Scale (ASRS-v1.1), the nine-item Internet Gaming Disorder Scale- Short Form (IGDS9-SF), and the Coronavirus Anxiety Scale (CAS) were used to evaluate university students. Results: Participants with probable ADHD (n=117, 21.2%) did not differ in terms of age, gender, romantic relationship, employment status, and time spent on the gaming when compared with participants without probable ADHD (n=441, 79.0%). However, they had a higher rate of problems related to gaming, diagnosis of anxiety disorder before the COVID-19 pandemic and higher scale scores (IGDS9-SF and CAS). In the hierarchical logistic regression analysis, probable ADHD predicted the increase in video gaming during the pandemic, but when the current age and the dysfunctional anxiety related with COVID-19 were included in the analysis, they were significant predictors, whereas probable ADHD was no more a predictor. While probable ADHD was associated with the symptom severity of disordered gaming in ANCOVA, COVID-19 related dysfunctional anxiety was a significant covariate. Conclusion: Findings of the current study may suggest that the relationship between probable ADHD and the increase in video gaming during the pandemic was mediated by lower age and COVID-19 related dysfunctional anxiety among young adults. Additionally, while COVID-19 related dysfunctional anxiety was a significant covariate for the severity of disordered gaming symptoms, probable ADHD was independently associated with the symptom severity of disordered gaming.
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