挪威成年人过度玩电脑游戏:自我报告的游戏后果及与心理健康问题的关联
Excessive computer game playing among Norwegian adults: self-reported consequences of playing and association with mental health problems.
作者信息
Wenzel H G, Bakken I J, Johansson A, Götestam K G, Øren Anita
机构信息
Division of Psychiatry, Orkdal Department, St. Olav University Hospital, Trondheim, Norway.
出版信息
Psychol Rep. 2009 Dec;105(3 Pt 2):1237-47. doi: 10.2466/PR0.105.F.1237-1247.
Computer games are the most advanced form of gaming. For most people, the playing is an uncomplicated leisure activity; however, for a minority the gaming becomes excessive and is associated with negative consequences. The aim of the present study was to investigate computer game-playing behaviour in the general adult Norwegian population, and to explore mental health problems and self-reported consequences of playing. The survey includes 3,405 adults 16 to 74 years old (Norway 2007, response rate 35.3%). Overall, 65.5% of the respondents reported having ever played computer games (16-29 years, 93.9%; 30-39 years, 85.0%; 40-59 years, 56.2%; 60-74 years, 25.7%). Among 2,170 players, 89.8% reported playing less than 1 hr. as a daily average over the last month, 5.0% played 1-2 hr. daily, 3.1% played 2-4 hr. daily, and 2.2% reported playing > 4 hr. daily. The strongest risk factor for playing > 4 hr. daily was being an online player, followed by male gender, and single marital status. Reported negative consequences of computer game playing increased strongly with average daily playing time. Furthermore, prevalence of self-reported sleeping problems, depression, suicide ideations, anxiety, obsessions/ compulsions, and alcohol/substance abuse increased with increasing playing time. This study showed that adult populations should also be included in research on computer game-playing behaviour and its consequences.
电脑游戏是最先进的游戏形式。对大多数人来说,玩游戏是一种简单的休闲活动;然而,对少数人来说,玩游戏会变得过度,并产生负面后果。本研究的目的是调查挪威普通成年人群中的电脑游戏行为,并探讨心理健康问题以及玩游戏的自我报告后果。该调查涵盖了3405名16至74岁的成年人(挪威,2007年,回复率35.3%)。总体而言,65.5%的受访者报告曾玩过电脑游戏(16 - 29岁,93.9%;30 - 39岁,85.0%;40 - 59岁,56.2%;60 - 74岁,25.7%)。在2170名玩家中,89.8%报告过去一个月平均每天玩游戏少于1小时,5.0%每天玩1 - 2小时,3.1%每天玩2 - 4小时,2.2%报告每天玩游戏超过4小时。每天玩游戏超过4小时的最强风险因素是成为在线玩家,其次是男性和单身婚姻状况。报告的电脑游戏负面后果随着平均每日游戏时间的增加而大幅增加。此外,自我报告的睡眠问题、抑郁、自杀念头、焦虑、强迫观念/强迫行为以及酒精/药物滥用的患病率随着游戏时间的增加而上升。这项研究表明,关于电脑游戏行为及其后果的研究也应纳入成年人群体。