National Addictions Management Service, Institute of Mental Health, Singapore 539747, Singapore.
Department of Psychology, Institute of Mental Health, Singapore 539747, Singapore.
Int J Environ Res Public Health. 2020 Apr 9;17(7):2582. doi: 10.3390/ijerph17072582.
This meta-analytic review aimed to examine the pooled prevalence rates of Internet addiction and gaming disorders in Southeast Asia. Several databases including PubMed, MEDLINE, PsycINFO, Web of Science, Embase, and Cochrane Central were searched and a total of 24 studies were included in this study. The selection of studies was conducted in accordance to the preferred reporting items for systematic reviews and meta-analyses (PRISMA) guidelines. Two meta-analyses were conducted to examine data on Internet addiction and gaming disorders separately. A random-effects model was employed to derive the pooled prevalence rate. Mixed-effects meta-regression and subgroup analyses were performed to examine the moderators of the between-study heterogeneity. Publication bias was tested using the Egger's regression test and funnel plot. Only seven out of the 11 Southeast Asian countries were represented in the literature. All except for two of the included studies were cross-sectional in nature. The findings revealed a pooled prevalence rate of 20.0% (95% confidence interval: 14.5%-27.0%) and 10.1% (95% confidence interval: 7.3%-13.8%) for Internet addiction and gaming disorders respectively. Mean age and study population were significant moderators of the between-study heterogeneity in the prevalence rates of gaming disorders such that samples involving older participants showed higher prevalence rate than those involving younger individuals. Country of study was found to be significant moderator of the between-heterogeneity for both Internet addiction and gaming disorders, however the findings should be interpreted with caution due to the small and unbalanced sample sizes. There was no significant publication bias. Such epidemiology research should be extended to the Southeast Asian countries that have not been studied or are under-studied. Given that the prevalence rates appear to be higher in Southeast Asia than in other world regions, future research should also explore the factors behind these inter-regional differences. Further longitudinal studies should also be conducted to examine the trajectories of such disorders.
这篇荟萃分析综述旨在考察东南亚地区网络成瘾和游戏障碍的综合流行率。研究人员检索了包括 PubMed、MEDLINE、PsycINFO、Web of Science、Embase 和 Cochrane Central 在内的几个数据库,共纳入了 24 项研究。研究的选择是按照系统评价和荟萃分析的首选报告项目(PRISMA)指南进行的。进行了两项荟萃分析,分别检查网络成瘾和游戏障碍的数据。采用随机效应模型得出综合流行率。进行混合效应荟萃回归和亚组分析,以检查研究间异质性的调节因素。使用 Egger 回归检验和漏斗图检验发表偏倚。文献中仅代表了 11 个东南亚国家中的 7 个。纳入的研究除了两项外,其余均为横断面研究。研究结果显示,网络成瘾的综合流行率为 20.0%(95%置信区间:14.5%-27.0%),游戏障碍的综合流行率为 10.1%(95%置信区间:7.3%-13.8%)。平均年龄和研究人群是游戏障碍流行率研究间异质性的显著调节因素,即涉及年龄较大参与者的样本比涉及年龄较小参与者的样本显示出更高的流行率。研究国家是网络成瘾和游戏障碍研究间异质性的重要调节因素,但由于样本量小且不平衡,结果应谨慎解释。没有发现显著的发表偏倚。这种流行病学研究应该扩展到尚未研究或研究不足的东南亚国家。鉴于东南亚地区的流行率似乎高于其他世界地区,未来的研究还应探讨这些区域差异背后的因素。还应进行进一步的纵向研究,以研究这些疾病的轨迹。