Suppr超能文献

网络游戏类型体验与韩国青少年网络游戏障碍高危因素的关系。

Relationship between the experience of online game genre and high risk of Internet gaming disorder in Korean adolescents.

机构信息

Department of Preventive Medicine, College of Medicine, The Catholic University of Korea, Seoul, Korea.

出版信息

Epidemiol Health. 2020;42:e2020016. doi: 10.4178/epih.e2020016. Epub 2020 Apr 7.

Abstract

OBJECTIVES

This study examined the association between high risk of Internet gaming disorder (IGD) and online game genres used by adolescents.

METHODS

The data derived from the baseline data of the Internet user Cohort for Unbiased Recognition of gaming disorder in Early Adolescence. A total 1,532 middle school students who use online games included. The participants reported the names of the online games they used during the past year. Game genres were categorized into role playing games (RPGs), shooting, multiplayer online battle arena (MOBA), simulation, arcade, sports and action games. The risk of IGD was measured using the Internet Gaming Use-Elicited symptom Screen. The relationship between the experience of online game genre and high risk of IGD was analyzed using multiple logistic regression model.

RESULTS

The game time of a student was longer if he or she had an experience of RPGs, shooting games, MOBA games, simulation games, and action games. The direct and independent association between high risk of IGD in adolescents and the genres of RPGs, simulation games and MOBA were found to be odds ratios 1.52 (95% confidence interval [CI], 1.03 to 2.26); 1.59 (95% CI, 1.03 to 2.45); and 1.51 (95% CI, 1.03 to 2.21), respectively after adjusted the potential confounding variables and the use of other online game genres.

CONCLUSIONS

The present cross-sectional study has found an association between online game genres and the risk of IGD in adolescents attending a school. A cohort study should verify the causal association in future.

摘要

目的

本研究考察了青少年高危网络游戏障碍(IGD)与在线游戏类型之间的关系。

方法

数据来源于青少年早期无偏识别游戏障碍的互联网用户队列的基线数据。共纳入 1532 名使用网络游戏的中学生。参与者报告了过去一年中使用的在线游戏名称。游戏类型分为角色扮演游戏(RPG)、射击、多人在线战斗竞技场(MOBA)、模拟、街机、运动和动作游戏。使用互联网游戏使用诱发症状量表测量 IGD 风险。使用多因素逻辑回归模型分析在线游戏类型体验与 IGD 高危之间的关系。

结果

如果学生有 RPG、射击游戏、MOBA 游戏、模拟游戏和动作游戏的体验,那么他或她的游戏时间就会更长。青少年中 IGD 高危的直接和独立关联与 RPG、模拟游戏和 MOBA 的类型相关联,其优势比(OR)分别为 1.52(95%置信区间[CI],1.03 至 2.26)、1.59(95%CI,1.03 至 2.45)和 1.51(95%CI,1.03 至 2.21),在调整潜在混杂变量和其他在线游戏类型的使用后。

结论

本横断面研究发现,在校青少年在线游戏类型与 IGD 风险之间存在关联。未来的队列研究应验证因果关系。

相似文献

9

引用本文的文献

3
Emotional analysis of multiplayer online battle arena games addiction.多人在线战斗竞技游戏成瘾的情感分析
Front Psychol. 2024 May 9;15:1347949. doi: 10.3389/fpsyg.2024.1347949. eCollection 2024.
6
Children's mobile-gaming preferences, online risks, and mental health.儿童移动游戏偏好、网络风险和心理健康。
PLoS One. 2022 Dec 1;17(12):e0278290. doi: 10.1371/journal.pone.0278290. eCollection 2022.

本文引用的文献

2
Internet gaming disorder in children and adolescents: a systematic review.儿童和青少年网络成瘾障碍:系统综述。
Dev Med Child Neurol. 2018 Jul;60(7):645-659. doi: 10.1111/dmcn.13754. Epub 2018 Apr 6.
6
An Overview of Structural Characteristics in Problematic Video Game Playing.问题性电子游戏行为的结构特征概述。
Curr Addict Rep. 2017;4(3):272-283. doi: 10.1007/s40429-017-0162-y. Epub 2017 Jul 13.

文献AI研究员

20分钟写一篇综述,助力文献阅读效率提升50倍。

立即体验

用中文搜PubMed

大模型驱动的PubMed中文搜索引擎

马上搜索

文档翻译

学术文献翻译模型,支持多种主流文档格式。

立即体验