Istituto Nazionale Tumori "Fondazione G. Pascale", via M.Semmola-80131 Naples, Italy.
Department of Molecular Medicine and Medical Biotechnology, University Federico II of Naples, via S. Pansini-80131 Naples, Italy.
Medicina (Kaunas). 2020 May 6;56(5):221. doi: 10.3390/medicina56050221.
BACKGROUND AND OBJECTIVES: Game addiction is an emerging problem in public health. A gaming disorder is characterized by a pattern of persistent or recurrent gaming behavior. The behavioral pattern is severe enough to implicate a significant involvement of family, social, educational, professional, or other relationships. Therefore, greater attention needs to be paid to potential addictive behaviors in terms of video games in order to identify both pre-adolescents and adolescents at risk and to provide them with adequate assistance. : A random sample of 622 students including pre-adolescents and adolescents were enrolled from September 1st to October 31th 2016, and the Game Addiction Scale (GAS) interview was used to identify pathological students with both Monothetic and Polythetic analysis. RESULTS: This study shows the presence of pathological students is equal to 1.93%, with 37.46% and 4.50% obtained with Monothetic and Polythetic analysis (global and partial), respectively. In our sample, the most frequent were students with a gaming time of 1 or 2 h, and students with a day gaming frequency of 1, 2, or 3 times a day. The items with more pathological students were Item 2 (i.e., Tolerance) and 4 (i.e., Withdrawal). Every item was positively correlated with Daily gaming time(hours) and Daily game frequency, excluding Item 4(i.e., Withdrawal). Finally, the Monothetic GAS score was positively correlated with Daily gaming time while the Polythetic Global GAS was positively correlated with Daily game frequency and negatively with Education level; instead, the Polythetic Partial GAS score was positively correlated with only Daily gaming time. CONCLUSION: Males are pathological gamblers more so than females and spend more time playing video games. An increase in Daily game frequency or Daily gaming time implicates an increase in video game addictions, while an increase in Education level, which generally corresponds to a greater age, implicates a decrease in game addiction. Finally, we observed that the correlations obtained between the Polythetic Partial GAS score with the independent variables such as Age, Gender, Education level, Daily gaming time (hours), and Daily game frequency were analogous to the significant correlations obtained with the Monothetic GAS score, while these correlations were different for the Polythetic Global GAS and the independent variables. These results suggest that the use of the original Polythetic scale should not be neglected.
背景与目的:游戏成瘾是公共卫生领域的一个新兴问题。游戏障碍的特征是持续或反复的游戏行为模式。这种行为模式严重到足以涉及家庭、社会、教育、职业或其他关系。因此,需要更加关注视频游戏中的潜在成瘾行为,以便识别处于危险中的前青少年和青少年,并为他们提供足够的帮助。方法:本研究采用病例对照研究,于 2016 年 9 月 1 日至 10 月 31 日随机抽取 622 名前青少年和青少年为研究对象,采用游戏成瘾量表(GAS)访谈进行病理性学生的识别,采用单因素和多因素分析。结果:本研究显示病理性学生的存在率为 1.93%,单因素和多因素分析(整体和部分)分别为 37.46%和 4.50%。在我们的样本中,最常见的是游戏时间为 1 或 2 小时的学生,以及每天游戏频率为 1、2 或 3 次的学生。有更多病理性学生的项目是第 2 项(即耐受性)和第 4 项(即戒断)。每个项目都与每日游戏时间(小时)和每日游戏频率呈正相关,第 4 项(即戒断)除外。最后,单因素 GAS 评分与每日游戏时间呈正相关,而多因素整体 GAS 评分与每日游戏频率呈正相关,与教育程度呈负相关;相反,多因素部分 GAS 评分仅与每日游戏时间呈正相关。结论:男性病理性赌徒多于女性,花更多时间玩视频游戏。每日游戏频率或每日游戏时间的增加意味着视频游戏成瘾的增加,而教育程度的增加(通常与年龄的增加相对应)意味着游戏成瘾的减少。最后,我们观察到,多因素部分 GAS 评分与年龄、性别、教育程度、每日游戏时间(小时)和每日游戏频率等独立变量之间的相关性与单因素 GAS 评分的显著相关性类似,而这些相关性与多因素整体 GAS 评分和独立变量不同。这些结果表明,不应忽视原始多因素量表的使用。
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