年轻西班牙人群中的问题性电子游戏行为:与心理健康的关联。
Problematic Video Gaming in a Young Spanish Population: Association with Psychosocial Health.
机构信息
1 Department of Psychology, Universidad de Málaga , Malaga, Spain .
2 Department of Neurology, Hospital Universitario Ramón y Cajal , Madrid, Spain .
出版信息
Cyberpsychol Behav Soc Netw. 2018 Jun;21(6):388-394. doi: 10.1089/cyber.2017.0599. Epub 2018 May 24.
Problematic video gaming (PVG) is a concern for psychologists attending children and adolescents. Uniform diagnostic criteria are lacking, and risk factors are poorly understood. Internet gaming disorder (IGD) was included in the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5), and scales derived from its diagnostic criteria may be helpful to assess PVG. A multicenter study was conducted in secondary schools using an IGD-derived scale (dichotomous Nine-Item Internet Gaming Disorder Scale [IGD-9]), analyzing PVG-related variables. Seven hundred eight students (55.8 percent male) with mean age 15.6 ± 2.7 years were included. Seventy-three percent were gamers and 22 percent heavy gamers (HGs). Forty-five percent reported online gaming and 6.6 percent massive multiplayer online role-playing games (MMORPGs). Fifty-nine students (8.3 percent) scored 5 or more in IGD-9 and were classified as IGD+. HG and IGD+ subjects were more frequently male and online and MMORPG gamers (p < 0.01). However, IGD+ subjects had significantly worse psychosocial scores than IGD- (p < 0.001), while HGs did not significantly differ from casual gamers (p > 0.01). The multivariate analysis showed that IGD+ scores were significantly associated with worse psychosocial health and adjustment (p < 0.001), while the other variables (male sex, online and MMORPG gaming, and HG) were not significantly associated (p > 0.01). The IGD-9 scale scored positive in 8.3 percent of our sample. Unlike gaming time, this scale was associated with psychosocial disturbances, making it potentially useful as a screening method to detect candidates for clinical intervention.
问题性电子游戏(PVG)是儿科和青少年心理学家关注的问题。目前缺乏统一的诊断标准,风险因素也知之甚少。网络成瘾障碍(IGD)被纳入《精神障碍诊断与统计手册》第五版(DSM-5),其诊断标准衍生的量表可能有助于评估 PVG。本研究采用源自 IGD 诊断标准的量表(二分类九项网络成瘾障碍量表 [IGD-9]),对中学生进行了一项多中心研究,分析了与 PVG 相关的变量。共纳入 708 名学生(55.8%为男性),平均年龄为 15.6±2.7 岁。73%的学生为游戏者,22%为重度游戏者(HG)。45%的学生报告有在线游戏行为,6.6%的学生报告有大型多人在线角色扮演游戏(MMORPG)行为。59 名学生(8.3%)在 IGD-9 中得分为 5 分或 5 分以上,被归类为 IGD+。HG 和 IGD+组学生更常为男性,且更常为在线和 MMORPG 游戏者(p<0.01)。然而,IGD+组学生的心理社会评分显著低于 IGD-组(p<0.001),而与非重度游戏者(p>0.01)无显著差异。多变量分析显示,IGD+评分与较差的心理社会健康和适应状况显著相关(p<0.001),而其他变量(男性、在线和 MMORPG 游戏、HG)与较差的心理社会健康和适应状况无显著相关(p>0.01)。我们的样本中,8.3%的学生 IGD-9 量表评分阳性。与游戏时间不同,该量表与心理社会障碍相关,因此可能作为一种有用的筛查方法,用于发现需要进行临床干预的候选者。