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游戏设备使用模式预测网络游戏障碍:不同游戏设备使用模式的比较。

Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns.

机构信息

Department of Psychiatry, Seoul St. Mary's Hospital, The Catholic University of Korea, Seoul 06591, Korea.

出版信息

Int J Environ Res Public Health. 2017 Dec 5;14(12):1512. doi: 10.3390/ijerph14121512.

DOI:10.3390/ijerph14121512
PMID:29206183
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC5750930/
Abstract

Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD.

摘要

游戏行为受到智能手机的显著影响。本研究旨在探讨不同游戏设备使用模式下的游戏行为和临床特征,以及这些模式在网络成瘾障碍(IGD)中的作用。通过对智能手机和在线游戏使用情况的在线调查,对响应者进行不同游戏设备使用模式的分类:(1)仅玩电脑游戏的个体;(2)玩电脑游戏多于智能手机游戏的个体;(3)玩电脑和智能手机游戏均衡的个体;(4)玩智能手机游戏多于电脑游戏的个体;(5)仅玩智能手机游戏的个体。收集了人口统计学、与游戏相关的行为以及互联网和智能手机成瘾、抑郁、焦虑障碍和物质使用障碍的量表数据。综合使用者,特别是那些玩电脑和智能手机游戏均衡的人,IGD、抑郁、焦虑障碍和物质使用障碍的患病率较高。与对照组(仅玩电脑游戏的个体)相比,这些个体更容易出现 IGD(B = 0.457,优势比 = 1.579)。仅玩智能手机游戏的个体 IGD 的患病率最低,在游戏上花费的时间和金钱最少,互联网和智能手机成瘾的得分也最低。我们的研究结果表明,游戏设备使用模式可能与 IGD 的发生、病程和预后有关。

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