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青少年病理性电子游戏使用:一项为期两年的纵向研究。

Pathological video game use among youths: a two-year longitudinal study.

机构信息

Department of Psychology, College of Liberal Arts and Sciences, Iowa State University, Ames, Iowa 50011-3180, USA.

出版信息

Pediatrics. 2011 Feb;127(2):e319-29. doi: 10.1542/peds.2010-1353. Epub 2011 Jan 17.

Abstract

OBJECTIVES

We aimed to measure the prevalence and length of the problem of pathological video gaming or Internet use, to identify risk and protective factors, to determine whether pathological gaming is a primary or secondary problem, and to identify outcomes for individuals who become or stop being pathological gamers.

METHODS

A 2-year, longitudinal, panel study was performed with a general elementary and secondary school population in Singapore, including 3034 children in grades 3 (N = 743), 4 (N = 711), 7 (N = 916), and 8 (N = 664). Several hypothesized risk and protective factors for developing or overcoming pathological gaming were measured, including weekly amount of game play, impulsivity, social competence, depression, social phobia, anxiety, and school performance.

RESULTS

The prevalence of pathological gaming was similar to that in other countries (∼9%). Greater amounts of gaming, lower social competence, and greater impulsivity seemed to act as risk factors for becoming pathological gamers, whereas depression, anxiety, social phobias, and lower school performance seemed to act as outcomes of pathological gaming.

CONCLUSION

This study adds important information to the discussion about whether video game "addiction" is similar to other addictive behaviors, demonstrating that it can last for years and is not solely a symptom of comorbid disorders.

摘要

目的

本研究旨在测量病理性视频游戏或互联网使用问题的流行率和持续时间,确定风险和保护因素,确定病理性游戏是原发性问题还是继发性问题,并确定成为或停止成为病理性游戏玩家的个体的结局。

方法

对新加坡一所普通小学和中学的人群进行了为期 2 年的纵向面板研究,共纳入 3034 名 3 年级(N=743)、4 年级(N=711)、7 年级(N=916)和 8 年级(N=664)的学生。测量了几种假设的风险和保护因素,包括每周游戏时长、冲动性、社交能力、抑郁、社交恐惧症、焦虑和学业表现,这些因素与发展或克服病理性游戏有关。

结果

病理性游戏的流行率与其他国家相似(约 9%)。更多的游戏时间、较低的社交能力和较高的冲动性似乎是成为病理性游戏玩家的风险因素,而抑郁、焦虑、社交恐惧症和较低的学业成绩似乎是病理性游戏的结果。

结论

本研究为关于视频游戏“成瘾”是否与其他成瘾行为相似的讨论提供了重要信息,表明它可以持续多年,而不仅仅是共病障碍的症状。

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