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成瘾性电子游戏使用:一个新出现的儿科问题?

Addictive Video Game Use: An Emerging Pediatric Problem?

作者信息

Nogueira Mariana, Faria Hugo, Vitorino Ana, Silva Filipe Glória, Serrão Neto Ana

机构信息

Centro da Criança e do Adolescente. CUF Descobertas Hospital. Lisboa. Portugal.

Unidade de Medicina do Adolescente. Centro da Criança e do Adolescente. CUF Descobertas Hospital. Lisboa. Portugal.

出版信息

Acta Med Port. 2019 Mar 29;32(3):183-188. doi: 10.20344/amp.10985.

Abstract

INTRODUCTION

The excessive use of video games is an emerging problem that has been studied in the context of addictive behaviors. The aim of this study was to determine the prevalence of use of addictive video games in a group of children and to identify risk factors, protective factors and potential consequences of these behaviors.

MATERIAL AND METHODS

Observational and cross-sectional study of children from the sixth grade using an anonymous questionnaire. Addictive video game use was defined by the presence of 5 out of 9 behavioral items adapted from the DSM-5 criteria for 'Pathological gambling'. Children who answered 'yes' to 4 items were included in the "Risk group for addictive video game use". We delivered 192 questionnaires and 152 were received and included in the study (79.2% response rate). SPSS statistical software was used.

RESULTS

Half of the participants were male and the median age was 11 years old. Use of addictive video games was present in 3.9% of children and 33% fulfilled the risk group criteria. Most children played alone. We found additional factors associated with being in the risk group: greater time of use; online, action and fighting games (p < 0.001). Children with risk behaviors showed a shorter sleep duration (p < 0.001).

DISCUSSION

A significant number of children of our sample met criteria for addictive video games use in an early age and a greater number may be at risk (33%). This is a problem that warrants further research and clinical attention.

CONCLUSION

This exploratory study helps to understand that addiction to video games in children is an emergent problem.

摘要

引言

电子游戏的过度使用是一个新出现的问题,已在成瘾行为的背景下进行研究。本研究的目的是确定一组儿童中成瘾性电子游戏的使用 prevalence,并识别这些行为的风险因素、保护因素和潜在后果。

材料与方法

对六年级儿童进行观察性横断面研究,使用匿名问卷。成瘾性电子游戏的使用由改编自 DSM-5 “病理性赌博” 标准的 9 项行为条目中出现 5 项来定义。对 4 项回答 “是” 的儿童被纳入 “成瘾性电子游戏使用风险组”。我们发放了 192 份问卷,收到 152 份并纳入研究(回复率 79.2%)。使用 SPSS 统计软件。

结果

一半参与者为男性,中位年龄为 11 岁。3.9% 的儿童存在成瘾性电子游戏使用情况,33% 符合风险组标准。大多数儿童独自玩游戏。我们发现与处于风险组相关的其他因素:使用时间更长;在线、动作和格斗游戏(p < 0.001)。有风险行为的儿童睡眠时间较短(p < 0.001)。

讨论

我们样本中的大量儿童在幼年时就符合成瘾性电子游戏使用标准,更多儿童可能处于风险中(33%)。这是一个值得进一步研究和临床关注的问题。

结论

这项探索性研究有助于了解儿童电子游戏成瘾是一个新出现的问题。

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