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精神分裂症患者的视频游戏和信息技术使用习惯与态度:横断面调查。

Habits and Attitudes of Video Gaming and Information Technology Use in People with Schizophrenia: Cross-Sectional Survey.

机构信息

School of Nursing, The Hong Kong Polytechnic University, Hong Kong, Hong Kong.

The Mental Health Association of Hong Kong, Hong Kong, Hong Kong.

出版信息

J Med Internet Res. 2020 Jul 22;22(7):e14865. doi: 10.2196/14865.

Abstract

BACKGROUND

Information technology and video gaming have potential advantages in the treatment of schizophrenia. However, information regarding the habits and attitudes related to internet use and video gaming in people with schizophrenia is limited.

OBJECTIVE

The aim of this study was to explore the habits and attitudes regarding video gaming and information technology usage and their associated factors in people with schizophrenia in Hong Kong.

METHODS

In this cross-sectional survey, service users with schizophrenia were recruited from 6 halfway hostels and 7 integrated centers for mental wellness in Hong Kong. A 79-item self-report questionnaire was utilized to explore the habits of internet use and video gaming in these people with schizophrenia. The attitude toward video gaming was assessed using the Gaming Attitudes, Motivations, and Experiences Scales. Of the 148 individuals in a convenience sample who were invited to participate in this study, 110 willingly participated (a response rate of 74.3%). The data were analyzed using descriptive statistics, a two-tailed independent t test, Pearson correlation, and principal analysis with 3 methods of rotation (varimax, equimax, and promax).

RESULTS

Most participants (100/110, 90.9%) had access to the internet and half of them (54/110, 49.1%) used the internet daily mostly to watch videos (66/110, 60.0%) or read news or books, etc (42/110, 38.2%). One-third of the participants (36/110, 32.7%) used the internet to play web-based games, and most of them (88/110, 80.0%) had played a video game in the past year. The most favorable gaming platforms were cellular phones (43/88, 49%) followed by computers (19/88, 22%) and arcade cabinets (6/88, 7%). The most favorable game genre was action games (34/145, 23.4%). Those who had a bachelor's degree or higher scored lower in social interaction than those with a lower education level (P=.03). Those who played video games daily scored higher in the category of story than those who did not play daily (t=2.03, P=.05). The most popular gaming category was autonomy and the least popular categories were violent catharsis and violent reward. Two motives, "social playing" and "evasive playing," were formed to describe the characteristics of playing video games.

CONCLUSIONS

Our data showed a high internet utilization rate among people with schizophrenia in Hong Kong. Only a few of them used the internet to search for health-related information. Our study also exemplified the unique habits of gaming among the participants. Health care professionals could utilize video games to engage people with schizophrenia and promote coping with stress and provide social skills training to such people with schizophrenia. Identification of the gaming attitudes can contribute to the development of serious games for the schizophrenic population. Further investigation is vital for the promotion of mental health through web-based platforms.

摘要

背景

信息技术和视频游戏在治疗精神分裂症方面具有潜在优势。然而,关于精神分裂症患者使用互联网和视频游戏习惯和态度的信息有限。

目的

本研究旨在探讨香港精神分裂症患者使用视频游戏和信息技术的习惯和态度及其相关因素。

方法

在这项横断面调查中,从香港的 6 个中途宿舍和 7 个综合精神健康中心招募了精神分裂症患者服务使用者。使用 79 项自我报告问卷来探讨这些精神分裂症患者的互联网使用习惯和视频游戏习惯。使用游戏态度、动机和体验量表评估对视频游戏的态度。在受邀参加这项研究的 148 名便利样本中,有 110 人自愿参加(应答率为 74.3%)。使用描述性统计、双侧独立 t 检验、皮尔逊相关和主成分分析(使用 3 种旋转方法:方差极大法、等量极大法和Promax 法)分析数据。

结果

大多数参与者(110 人中的 100 人,90.9%)可以访问互联网,其中一半(110 人中的 54 人,49.1%)每天使用互联网,主要用于观看视频(110 人中的 66 人,60.0%)或阅读新闻或书籍等(110 人中的 42 人,38.2%)。三分之一的参与者(110 人中的 36 人,32.7%)使用互联网玩网页游戏,其中大多数(110 人中的 88 人,80.0%)在过去一年中玩过视频游戏。最受欢迎的游戏平台是手机(88 人中的 43 人,49%),其次是电脑(88 人中的 19 人,22%)和街机(88 人中的 6 人,7%)。最受欢迎的游戏类型是动作游戏(145 人中的 34 人,23.4%)。那些拥有学士或更高学位的人在社交互动方面的得分低于那些教育水平较低的人(P=.03)。那些每天玩视频游戏的人在故事类别中的得分高于那些不每天玩游戏的人(t=2.03,P=.05)。最受欢迎的游戏类别是自主性,最不受欢迎的类别是暴力宣泄和暴力奖励。形成了两个动机,“社交游戏”和“逃避游戏”,来描述玩视频游戏的特点。

结论

我们的数据显示,香港精神分裂症患者的互联网使用率很高。他们中只有少数人使用互联网搜索与健康相关的信息。我们的研究还举例说明了参与者在游戏方面的独特习惯。医疗保健专业人员可以利用视频游戏来吸引精神分裂症患者,并帮助他们应对压力,为精神分裂症患者提供社交技能培训。识别游戏态度有助于为精神分裂症患者开发严肃游戏。通过网络平台促进心理健康,进一步的研究是至关重要的。

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