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游戏类型对网络成瘾障碍的影响。

The influence of game genre on Internet gaming disorder.

作者信息

Na Euihyeon, Choi Inyoung, Lee Taek-Ho, Lee Hyeseon, Rho Mi Jung, Cho Hyun, Jung Dong Jin, Kim Dai-Jin

机构信息

1 Department of Psychiatry, Seoul St. Mary's Hospital, College of Medicine, The Catholic University of Korea , Seoul, Republic of Korea.

2 Department of Medical Informatics, College of Medicine, The Catholic University of Korea , Seoul, Republic of Korea.

出版信息

J Behav Addict. 2017 Jun 29;6(2):1-8. doi: 10.1556/2006.6.2017.033.

DOI:10.1556/2006.6.2017.033
PMID:28658960
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC5520129/
Abstract

Background and aims Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods Internet games were categorized into four genres: real-time strategy games, massive multiplayer online role-playing games (MMORPG), sport games, and first-person shooter (FPS) games. Participants (n = 2,923) who usually played one of these games completed an anonymous online survey that collected sociodemographic, game usage pattern, and psychopathological assessment data. Results MMORPG and FPS game players more frequently met the criteria for IGD than participants in the other two groups. Differences between the IGD-suspected gamers within the genre-specific groups were observed for a few items, such as average game-playing time and the subscales of the behavioral activation system; however, the factors that contributed to the development of IGD within each game genre-specific group were found to be considerably different. Discussion and conclusions The findings of this study suggest that IGD is a stable psychiatric diagnosis encompassing users of a broad range of game genres. In addition, the development of strategies for the prevention of and early intervention on individuals at high risk for developing IGD may require consideration of the distinct characteristics identified as effective predictors of IGD in users of each game genre.

摘要

背景与目的 尽管对网络游戏障碍(IGD)已进行了详细研究,但关于不同游戏类型对IGD的影响的研究却极少。本研究的目的是比较患有IGD的特定游戏类型群体成员的特征,并在大量成年人样本中确定每组中与IGD状态相关的因素。方法 网络游戏被分为四种类型:即时战略游戏、大型多人在线角色扮演游戏(MMORPG)、体育游戏和第一人称射击游戏(FPS)。通常玩这些游戏之一的参与者(n = 2923)完成了一项匿名在线调查,该调查收集了社会人口统计学、游戏使用模式和心理病理学评估数据。结果 MMORPG和FPS游戏玩家比其他两组参与者更频繁地符合IGD标准。在特定游戏类型群体中,疑似患有IGD的玩家在一些项目上存在差异,如平均游戏时间和行为激活系统的子量表;然而,发现每个特定游戏类型群体中导致IGD发展的因素有很大不同。讨论与结论 本研究结果表明,IGD是一种涵盖广泛游戏类型用户的稳定的精神疾病诊断。此外,制定针对有发展成IGD高风险个体的预防和早期干预策略可能需要考虑在每个游戏类型用户中被确定为IGD有效预测指标的不同特征。

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