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韩国儿童和青少年的互联网、游戏和智能手机使用模式:一项 c-CURE 临床队列研究。

Internet, gaming, and smartphone usage patterns of children and adolescents in Korea: A c-CURE clinical cohort study.

机构信息

1Department of Psychology, The Sung-Shin Women's University, Seoul, South Korea.

2Department of Psychiatry, The Catholic University of Korea Uijeongbu St. Mary's Hospital, Gyeonggi, South Korea.

出版信息

J Behav Addict. 2020 Jul 7;9(2):420-432. doi: 10.1556/2006.2020.00022. Print 2020 Jun.

DOI:10.1556/2006.2020.00022
PMID:32644934
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8939410/
Abstract

BACKGROUND AND AIM

Whereas many studies on Internet gaming disorder (IGD) have used self-report questionnaires, only a few have adopted clinical interviews and samples. The current study aimed at using data from face-to-face diagnostic interviews, based on the criteria for IGD in the DSM-5, to determine the Internet, gaming, and smartphone usage patterns of children and adolescents.

METHODS

A latent class analysis was conducted using data collected through diagnostic interviews for Internet, gaming, and smartphone addiction with 190 participants (M = 13.14 years, SD = 2.46; 143 boys, 47 girls) who were part of a multicenter clinical cohort study.

RESULTS

Participants were classified into four groups: pleasure-seeking (Class 1), internal-use (Class 2), problematic-use (Class 3), and pathological-use (Class 4). The pleasure-seeking group (8.11%) showed low tendencies in general and proper control. The internal-use group (17.63%) showed significant increases in "cognitive salience" and "craving," with strong internal desires. The problematic-use group (37.28%) had no "interference with role performance"; however, they displayed "difficulty regulating use" and "persistent use despite negative consequences," with a slight functional impairment. The pathological-use group (36.98%) scored the highest on all these items, revealing a severe functional impairment. Compared to the other groups, the pathological-use group had the highest depression and daily stress levels and displayed the lowest levels of happiness.

CONCLUSIONS

This study provides basic data to elucidate Internet, gaming, and smartphone overuse patterns among children and adolescents, which could be used to develop differentiated intervention strategies for each group.

摘要

背景与目的

尽管许多关于网络成瘾障碍(IGD)的研究都使用了自我报告问卷,但只有少数研究采用了临床访谈和样本。本研究旨在根据 DSM-5 中 IGD 的标准,使用基于面对面诊断访谈的数据,确定儿童和青少年的网络、游戏和智能手机使用模式。

方法

通过对 190 名参与者(M = 13.14 岁,SD = 2.46;143 名男孩,47 名女孩)进行的网络、游戏和智能手机成瘾诊断访谈收集数据,进行潜在类别分析,这些参与者属于多中心临床队列研究的一部分。

结果

参与者被分为四个组:寻求乐趣(第 1 类)、内部使用(第 2 类)、问题使用(第 3 类)和病理性使用(第 4 类)。寻求乐趣组(8.11%)表现出一般和适当控制的低倾向。内部使用组(17.63%)表现出显著增加的“认知突显”和“渴望”,具有强烈的内在欲望。问题使用组(37.28%)没有“干扰角色表现”;然而,他们表现出“难以调节使用”和“尽管有负面后果仍持续使用”,具有轻微的功能障碍。病理性使用组(36.98%)在所有这些项目上得分最高,显示出严重的功能障碍。与其他组相比,病理性使用组的抑郁和日常压力水平最高,幸福感最低。

结论

本研究提供了基本数据,阐明了儿童和青少年网络、游戏和智能手机过度使用的模式,可用于为每个群体制定有区别的干预策略。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/502e/8939410/0c29afc0ec6b/jba-9-420-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/502e/8939410/ba04f02f0005/jba-9-420-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/502e/8939410/0c29afc0ec6b/jba-9-420-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/502e/8939410/ba04f02f0005/jba-9-420-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/502e/8939410/0c29afc0ec6b/jba-9-420-g002.jpg

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