Park Subin, Jeon Hong Jin, Son Jung Woo, Kim Haesoo, Hong Jin Pyo
Department of Research Planning, Mental Health Research Institute, National Center for Mental Health, Seoul, South Korea.
Department of Psychiatry, Samsung Medical Center, Sungkyunkwan University School of Medicine, 81 Irwon-ro Gangnam-gu, Seoul, 06351 Republic of Korea.
Int J Ment Health Syst. 2017 May 11;11:35. doi: 10.1186/s13033-017-0143-5. eCollection 2017.
This study aimed to investigate the prevalence, correlates, comorbidities, and suicidal tendencies of problematic game use in a nationally representative sample of Korean adults.
Of the 6022 subjects who participated in the 2011 Korean Epidemiologic Catchment Area study and completed the Composite International Diagnostic Interview 2.1, 1397 game users were evaluated for problematic game use using 9-item DSM-5 proposed criteria for Internet gaming disorder. Respondents who responded "yes" to five or more of the nine DSM-5 criteria were considered as problematic game users and the reminders were considered as normal game users.
4.0% (56/1397) of game users were classified as a problematic game user. Problematic game users were more likely to be in younger age group and live in urban area compared with normal game user. Problematic game use was positively associated with several psychiatric disorders including nicotine use disorder, depressive disorder, and anxiety disorder, but not associated with alcohol use disorder and obsessive-compulsive disorder, after adjusting for age, sex, and residential area. Problematic game use was significantly and positively associated with suicide plans, after controlling for psychiatric disorders as well as socio-demographic factors.
Problematic game use is relatively prevalent in Korean adult population and highly comorbid with other psychiatric disorders and suicidality. Therefore, preventive strategy for problematic game use is needed for game users who were more likely to be addicted such as young adults in urban area, and mental health screening and appropriate treatment are needed for individuals with problematic game use.
本研究旨在调查韩国成年人全国代表性样本中问题游戏使用的患病率、相关因素、共病情况及自杀倾向。
在参与2011年韩国流行病学集水区研究并完成复合国际诊断访谈2.1的6022名受试者中,1397名游戏使用者根据DSM-5提出的9项网络游戏障碍标准进行问题游戏使用评估。对9项DSM-5标准中5项或更多项回答“是”的受访者被视为问题游戏使用者,其余被视为正常游戏使用者。
4.0%(56/1397)的游戏使用者被归类为问题游戏使用者。与正常游戏使用者相比,问题游戏使用者更可能处于较年轻年龄组且居住在城市地区。在调整年龄、性别和居住地区后,问题游戏使用与包括尼古丁使用障碍、抑郁症和焦虑症在内的几种精神疾病呈正相关,但与酒精使用障碍和强迫症无关。在控制精神疾病以及社会人口学因素后,问题游戏使用与自杀计划显著正相关。
问题游戏使用在韩国成年人群中相对普遍,且与其他精神疾病和自杀行为高度共病。因此,对于诸如城市地区年轻人等更易成瘾的游戏使用者,需要采取问题游戏使用的预防策略,对于有问题游戏使用的个体,需要进行心理健康筛查和适当治疗。