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新加坡青少年病理性游戏行为。

Pathological video-gaming among Singaporean youth.

机构信息

Department of Social Work, National University of Singapore, Singapore.

出版信息

Ann Acad Med Singap. 2010 Nov;39(11):822-9.

Abstract

INTRODUCTION

Increase in internet use and video-gaming contributes to public concern on pathological or obsessive play of video games among children and adolescents worldwide. Nevertheless, little is known about the prevalence of pathological symptoms in video-gaming among Singaporean youth and the psychometric properties of instruments measuring pathological symptoms in video-gaming.

MATERIALS AND METHODS

A total of 2998 children and adolescents from 6 primary and 6 secondary schools in Singapore responded to a comprehensive survey questionnaire on sociodemographic characteristics, video-gaming habits, school performance, somatic symptoms, various psychological traits, social functioning and pathological symptoms of video-gaming. After weighting, the survey data were analysed to determine the prevalence of pathological video-gaming among Singaporean youth and gender differences in the prevalence. The construct validity of instrument used to measure pathological symptoms of video-gaming was tested.

RESULTS

Of all the study participants, 8.7% were classified as pathological players with more boys reporting more pathological symptoms than girls. All variables, including impulse control problem, social competence, hostility, academic performance, and damages to social functioning, tested for construct validity, were significantly associated with pathological status, providing good evidence for the construct validity of the instrument used.

CONCLUSION

The prevalence rate of pathological video-gaming among Singaporean youth is comparable with that from other countries studied thus far, and gender differences are also consistent with the findings of prior research. The positive evidence of construct validity supports the potential use of the instrument for future research and clinical screening on Singapore children and adolescents' pathological video-gaming.

摘要

简介

互联网和视频游戏的使用增加引起了公众对儿童和青少年在世界范围内病理性或强迫性玩视频游戏的关注。然而,对于新加坡青少年玩视频游戏的病理性症状的流行程度以及测量玩视频游戏的病理性症状的工具的心理计量学特性知之甚少。

材料与方法

新加坡的 6 所小学和 6 所中学的 2998 名儿童和青少年对一份关于社会人口特征、视频游戏习惯、学校表现、躯体症状、各种心理特征、社会功能和玩视频游戏的病理性症状的综合调查问卷做出了回应。经过加权处理,对调查数据进行了分析,以确定新加坡青少年中病理性玩视频游戏的流行程度以及这种流行程度的性别差异。还测试了用于测量玩视频游戏的病理性症状的工具的结构效度。

结果

在所研究的所有参与者中,8.7%被归类为病理性玩家,其中男孩报告的病理性症状比女孩多。所有变量,包括冲动控制问题、社会能力、敌意、学业成绩和社会功能损害,都进行了结构效度测试,与病理性状态显著相关,为所使用的工具的结构效度提供了很好的证据。

结论

新加坡青少年玩视频游戏的流行率与迄今为止其他国家的研究结果相当,性别差异也与先前研究的发现一致。结构效度的阳性证据支持该工具在新加坡儿童和青少年病理性玩视频游戏的未来研究和临床筛查中的潜在应用。

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