Ricquebourg M, Bernède-Bauduin C, Mété D, Dafreville C, Stojcic I, Vauthier M, Galland M-C
Observatoire régional de la santé (ORS), 12, rue Colbert, 97400 Saint-Denis, Réunion.
Rev Epidemiol Sante Publique. 2013 Dec;61(6):503-12. doi: 10.1016/j.respe.2013.07.685. Epub 2013 Nov 6.
Describe the uses of Internet and video games and quantify associated problematic uses.
Information on student practices concerning the use of the Internet and video games was collected with a self-administered questionnaire. Problematic uses were identified with specific tools (Young criteria and Tejeiro criteria) and with self-evaluative questions. Information on life events with traumatic potential and use of psychoactive substances was also collected. Logistic regression models were applied to identify possible associated factors.
Based on a sample of 1119 subjects, this study showed that students in Reunion Island are very concerned by the uses of the Internet and video games (98% and 46% of respondents). The prevalence of problematic use of the Internet accounted for 6% of respondents. Problematic uses of video games involved 8% of students (18% of gamers). Young people seemed unaware of their problematic practices and were seeking informations. The public respondent was also characterized by vulnerable situations (traumatic events induring their lives, consumption of psychoactive substances). Significant associations (with no identified causality) were examined, in particular between problematic uses of Internet and video games, and life events with traumatic potential.
These first estimates of the prevalence of problematic use of Internet and video games on Reunion Island are important to promote locally collective awareness about these modern addictions. These results will be used to guide local actions of prevention and care, especially among younger generations. But it is necessary to conduct further work to better identify the factors associated with these problematic uses (determinants, comorbidities addictive…).
描述互联网和电子游戏的使用情况,并对相关的问题使用进行量化。
通过一份自填式问卷收集有关学生互联网和电子游戏使用情况的信息。使用特定工具(杨标准和特耶罗标准)以及自我评估问题来识别问题使用情况。还收集了具有潜在创伤性的生活事件信息以及精神活性物质的使用情况。应用逻辑回归模型来识别可能的相关因素。
基于1119名受试者的样本,本研究表明,留尼汪岛的学生非常关注互联网和电子游戏的使用(98%的受访者使用互联网,46%的受访者使用电子游戏)。互联网问题使用的患病率占受访者的6%。电子游戏问题使用涉及8%的学生(占游戏玩家的18%)。年轻人似乎没有意识到自己的问题行为,并且在寻求信息。公众受访者还具有脆弱的情况(生活中经历创伤事件、使用精神活性物质)。研究了显著关联(未确定因果关系),特别是互联网和电子游戏的问题使用与具有潜在创伤性的生活事件之间的关联。
留尼汪岛互联网和电子游戏问题使用患病率的这些初步估计对于提高当地对这些现代成瘾问题的集体认识很重要。这些结果将用于指导当地的预防和护理行动,尤其是在年轻一代中。但有必要开展进一步的工作,以更好地识别与这些问题使用相关的因素(决定因素、成瘾共病……)。