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识别问题性电子游戏使用。

Recognizing problem video game use.

机构信息

Herbert Street Drug & Alcohol Clinic, Royal North Shore Hospital, Sydney, New South Wales, Australia.

出版信息

Aust N Z J Psychiatry. 2010 Feb;44(2):120-8. doi: 10.3109/00048670903279812.

DOI:10.3109/00048670903279812
PMID:20113300
Abstract

OBJECTIVES

It has been increasingly recognized that some people develop problem video game use, defined here as excessive use of video games resulting in various negative psychosocial and/or physical consequences. The main objectives of the present study were to identify individuals with problem video game use and compare them with those without problem video game use on several variables.

METHOD

An international, anonymous online survey was conducted, using a questionnaire with provisional criteria for problem video game use, which the authors have developed. These criteria reflect the crucial features of problem video game use: preoccupation with and loss of control over playing video games and multiple adverse consequences of this activity.

RESULTS

A total of 1945 survey participants completed the survey. Respondents who were identified as problem video game users (n = 156, 8.0%) differed significantly from others (n = 1789) on variables that provided independent, preliminary validation of the provisional criteria for problem video game use. They played longer than planned and with greater frequency, and more often played even though they did not want to and despite believing that they should not do it. Problem video game users were more likely to play certain online role-playing games, found it easier to meet people online, had fewer friends in real life, and more often reported excessive caffeine consumption.

CONCLUSIONS

People with problem video game use can be identified by means of a questionnaire and on the basis of the present provisional criteria, which require further validation. These findings have implications for recognition of problem video game users among individuals, especially adolescents, who present to mental health services. Mental health professionals need to acknowledge the public health significance of the multiple negative consequences of problem video game use.

摘要

目的

越来越多的人认识到,有些人会出现游戏成瘾问题,即过度玩游戏导致各种负面心理社会和/或身体后果。本研究的主要目的是确定有游戏成瘾问题的个体,并将他们与没有游戏成瘾问题的个体在多个变量上进行比较。

方法

采用国际匿名在线调查,使用作者制定的暂定游戏成瘾问题问卷。这些标准反映了游戏成瘾问题的关键特征:对玩游戏的过度关注和失控以及该活动的多种不良后果。

结果

共有 1945 名调查参与者完成了调查。被确定为游戏成瘾问题者(n=156,8.0%)与其他人(n=1789)在提供暂定游戏成瘾问题标准独立初步验证的变量上存在显著差异。他们玩的时间比计划的长,频率也更高,而且即使不想玩,尽管他们认为不应该玩,也更经常玩。游戏成瘾问题者更有可能玩某些在线角色扮演游戏,更容易在网上结识人,现实生活中的朋友较少,更经常报告过度摄入咖啡因。

结论

可以通过问卷和目前暂定标准来识别有游戏成瘾问题的人,这些标准需要进一步验证。这些发现对于在个体,特别是青少年中识别游戏成瘾问题者具有重要意义,因为他们会到心理健康服务机构就诊。心理健康专业人员需要认识到游戏成瘾问题的多种负面后果对公众健康的重要性。

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