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沉迷于屏幕:精神病诊所中青少年使用电脑和游戏设备的模式。

Stuck on screens: patterns of computer and gaming station use in youth seen in a psychiatric clinic.

作者信息

Baer Susan, Bogusz Elliot, Green David A

机构信息

British Columbia Children's Hospital, British Columbia Mental Health and Addiction Services, Vancouver, British Columbia.

出版信息

J Can Acad Child Adolesc Psychiatry. 2011 May;20(2):86-94.

PMID:21541096
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC3085682/
Abstract

OBJECTIVE

Computer and gaming-station use has become entrenched in the culture of our youth. Parents of children with psychiatric disorders report concerns about overuse, but research in this area is limited. The goal of this study is to evaluate computer/gaming-station use in adolescents in a psychiatric clinic population and to examine the relationship between use and functional impairment.

METHOD

102 adolescents, ages 11-17, from out-patient psychiatric clinics participated. Amount of computer/gaming-station use, type of use (gaming or non-gaming), and presence of addictive features were ascertained along with emotional/functional impairment. Multivariate linear regression was used to examine correlations between patterns of use and impairment.

RESULTS

Mean screen time was 6.7±4.2 hrs/day. Presence of addictive features was positively correlated with emotional/functional impairment. Time spent on computer/gaming-station use was not correlated overall with impairment after controlling for addictive features, but non-gaming time was positively correlated with risky behavior in boys.

CONCLUSIONS

Youth with psychiatric disorders are spending much of their leisure time on the computer/gaming-station and a substantial subset show addictive features of use which is associated with impairment. Further research to develop measures and to evaluate risk is needed to identify the impact of this problem.

摘要

目的

计算机和游戏机的使用已在我们青少年文化中根深蒂固。患有精神疾病儿童的家长报告了对过度使用的担忧,但该领域的研究有限。本研究的目的是评估精神科门诊患者中青少年对计算机/游戏机的使用情况,并探讨使用与功能损害之间的关系。

方法

102名年龄在11 - 17岁的青少年门诊精神科患者参与了研究。确定了计算机/游戏机的使用量、使用类型(游戏或非游戏)、成瘾特征以及情绪/功能损害情况。采用多元线性回归分析使用模式与损害之间的相关性。

结果

平均屏幕使用时间为6.7±4.2小时/天。成瘾特征与情绪/功能损害呈正相关。在控制成瘾特征后,计算机/游戏机使用时间总体上与损害无相关性,但非游戏时间与男孩的危险行为呈正相关。

结论

患有精神疾病的青少年将大量休闲时间花在计算机/游戏机上,相当一部分人表现出使用成瘾特征,这与功能损害有关。需要进一步研究制定措施并评估风险,以确定这一问题的影响。

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