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探讨游戏障碍和网络游戏障碍的流行情况:快速范围综述。

Exploring the prevalence of gaming disorder and Internet gaming disorder: a rapid scoping review.

机构信息

Knowledge Translation Program, Li Ka Shing Knowledge Institute, St. Michael's Hospital, Unity Health Toronto, 209 Victoria Street, East Building, Toronto, Ontario, M5B 1W8, Canada.

Department of Medicine, University of Toronto, Toronto, Ontario, Canada.

出版信息

Syst Rev. 2020 Apr 2;9(1):68. doi: 10.1186/s13643-020-01329-2.

Abstract

BACKGROUND

Internet gaming disorder (IGD) was included in the DSM-5 in 2013 as a condition requiring further research, and gaming disorder (GD) was included in the ICD-11 in 2018. Given the importance of including these conditions in diagnostic guidelines, a review was conducted to describe their prevalence.

METHODS

Using guidance from the Joanna Briggs Institute and the Preferred Reporting Items for Systematic reviews and Meta-Analyses extension for Scoping Reviews (PRISMA-ScR), we conducted a rapid scoping review. MEDLINE, Embase, PsycINFO, and the Cochrane library were searched for literature published from inception to July 2018. All review stages were pilot-tested to calibrate reviewers. The titles/abstracts and full-text articles were screened by one reviewer to include quantitative primary studies that reported GD or IGD prevalence. Excluded citations were screened by a second reviewer to confirm exclusion. Charting was conducted by one reviewer and verified by another, to capture relevant data. Results were summarized descriptively in tables or text.

RESULTS

We assessed 5550 potentially relevant citations. No studies on GD were identified. We found 160 studies of various designs that used 35 different methods to diagnose IGD. The prevalence of IGD ranged from 0.21-57.50% in general populations, 3.20-91.00% in clinical populations, and 50.42-79.25% in populations undergoing intervention (severe cases). Most studies were conducted in the Republic of Korea (n = 45), China (n = 29), and the USA (n = 20). Results are also presented for severe IGD and by geographic region, gender/sex, and age groups (child, adolescent, adult). The five most frequently reported health-related variables were depression (67 times), Internet addiction (54 times), anxiety (48 times), impulsiveness (37 times), and attention-deficit hyperactivity disorder (24 times).

CONCLUSIONS

Due to the variability in diagnostic approaches, knowledge users should interpret the wide IGD prevalence ranges with caution. In addition to further research on GD, consensus on the definition of IGD and how it is measured is needed, to better understand the prevalence of these conditions.

摘要

背景

互联网游戏障碍(IGD)于 2013 年被纳入 DSM-5,作为需要进一步研究的一种病症,而游戏障碍(GD)于 2018 年被纳入 ICD-11。鉴于将这些病症纳入诊断指南的重要性,我们进行了一项综述,以描述其流行率。

方法

我们根据 Joanna Briggs 研究所和用于系统评价和荟萃分析扩展的首选报告项目(PRISMA-ScR)的指南,进行了快速范围综述。我们检索了从成立到 2018 年 7 月发表的文献,使用了 MEDLINE、Embase、PsycINFO 和 Cochrane 图书馆。所有的审查阶段都经过了试点测试,以校准审查员。由一名审查员筛选标题/摘要和全文文章,纳入报告 GD 或 IGD 流行率的定量原始研究。由第二名审查员筛选被排除的参考文献,以确认排除。图表由一名审查员进行,并由另一名审查员进行验证,以获取相关数据。结果以表格或文字形式进行描述性总结。

结果

我们评估了 5550 篇可能相关的参考文献。未发现 GD 的研究。我们发现了 160 项不同设计的研究,使用了 35 种不同的方法来诊断 IGD。一般人群的 IGD 流行率范围为 0.21-57.50%,临床人群为 3.20-91.00%,干预人群(严重病例)为 50.42-79.25%。大多数研究是在韩国(n=45)、中国(n=29)和美国(n=20)进行的。结果还按严重 IGD 和地理区域、性别/性别和年龄组(儿童、青少年、成人)呈现。报告频率最高的五个与健康相关的变量是抑郁(67 次)、网络成瘾(54 次)、焦虑(48 次)、冲动(37 次)和注意力缺陷多动障碍(24 次)。

结论

由于诊断方法的差异,知识使用者应谨慎解释广泛的 IGD 流行率范围。除了进一步研究 GD 之外,还需要就 IGD 的定义及其测量方式达成共识,以更好地了解这些病症的流行率。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/16ba/7119162/17de47f289d8/13643_2020_1329_Fig1_HTML.jpg

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