1Department of Psychiatry, Kaohsiung Medical University Hospital, Kaohsiung Medical University, 100 Tzyou 1st Rd, Kaohsiung City, 807, Taiwan, ROC.
2Department of Psychiatry, Kaohsiung Municipal Siaogang Hospital, Kaohsiung Medical University, 482 San-Ming Rd, Kaohsiung City, 812, Taiwan, ROC.
J Behav Addict. 2020 Jun 6;9(2):187-189. doi: 10.1556/2006.2020.00040. Print 2020 Jun.
The global coronavirus disease 2019 (COVID-19) outbreak has necessitated physical distancing, lockdown, contact tracing, and self-quarantine so as to prevent the spread of the disease. Amid the outbreak, gaming data usage has reportedly increased in the United States, and game download volume has reached a record high in Europe. Because gaming can be used to cope with the psychological stress from the outbreak, therefore mental health professionals should be aware of how increased gaming during the pandemic may contribute to risk of gaming disorder, especially if the pandemic persists. Mental health professionals should thus formulate safe social interaction alternatives for people, particularly adolescents, who have gaming disorder risk.
全球 2019 年冠状病毒病(COVID-19)疫情的爆发要求人们保持社交距离、封锁、接触者追踪和自我隔离,以防止疾病的传播。据报道,在美国疫情爆发期间,游戏数据的使用量有所增加,而欧洲的游戏下载量则创下历史新高。由于游戏可以用来应对疫情带来的心理压力,因此心理健康专业人员应该意识到在大流行期间,游戏的增加可能会增加游戏障碍的风险,尤其是如果疫情持续下去的话。因此,心理健康专业人员应该为有游戏障碍风险的人,特别是青少年,制定安全的社交互动替代方案。