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(网络)游戏障碍 5 岁和 11 岁:半满还是半空的杯子:(网络)游戏障碍在 ICD-11 中的情况:半满还是半空的杯子。

(Internet) Gaming Disorder in -5 and -11: A Case of the Glass Half Empty or Half Full: (Internet) Le trouble du jeu dans le -5 et la CIM-11: Un cas de verre à moitié vide et à moitié plein.

机构信息

42584Instituto Nacional de Psiquiatría Ramón de la Fuente Muñiz, Ciudad de México, México.

27757Universidad Autónoma de Aguascalientes, México.

出版信息

Can J Psychiatry. 2021 May;66(5):477-484. doi: 10.1177/0706743720948431. Epub 2020 Aug 18.

Abstract

BACKGROUND

(-5) included in 2013 Internet gaming disorder (IGD) as a condition for further study, and in 2018, the World Health Organization included gaming disorder (GD) as a mental disorder in the (-11). We aim to compare disorders of gaming in both diagnostic systems using a sample of young adults in Mexico.

METHODS

Self-administered survey to estimate the prevalence of -5 IGD and -11 GD in 5 Mexican universities; 7,022 first-year students who participated in the University Project for Healthy Students, part of the World Health Organization World Mental Health International College Student Initiative. Cross-tabulation, logistic regression, and item response theory were used to inform on 12- month prevalence of -5 IGD and -11 GD, without and with impairment.

RESULTS

The 12-month prevalence of -5 IGD was 5.2% (95% CI, 4.7 to 5.8), almost twice as high as the prevalence using the -11 GD criteria (2.7%; 95% CI, 2.4 to 3.1), and while adding an impairment requirement diminishes both estimates, prevalence remains larger in -5. We found that -5 cases detected and undetected by -11 criteria were similar in demographics, comorbid mental disorders, service use, and impairment variables with the exception that cases detected by -11 had a larger number of symptoms and were more likely to have probable drug dependence than undetected -5 cases.

CONCLUSION

-5 cases detected by -11 are mostly similar to cases undetected by -11. By using -11 instead of -5, we may be leaving (similarly) affected people underserved. It is unlikely that purely epidemiological studies can solve this discrepancy and clinical validity studies maybe needed.

摘要

背景

(-5)在 2013 年被纳入互联网游戏障碍(IGD)作为进一步研究的条件,2018 年,世界卫生组织将游戏障碍(GD)纳入(-11)精神障碍。我们旨在使用墨西哥年轻成年人的样本比较这两个诊断系统中的游戏障碍。

方法

自我管理调查,以估计在 5 所墨西哥大学中(-5)IGD 和(-11)GD 的患病率;共有 7022 名参与世界卫生组织世界心理健康国际大学生倡议大学生健康项目的一年级学生参与了该研究。交叉表、逻辑回归和项目反应理论用于报告无和有损害的(-5)IGD 和(-11)GD 的 12 个月患病率。

结果

(-5)IGD 的 12 个月患病率为 5.2%(95%CI,4.7 至 5.8),几乎是使用(-11)GD 标准的患病率的两倍(2.7%;95%CI,2.4 至 3.1),而添加损害要求会降低这两个估计值,但(-5)的患病率仍然更高。我们发现,(-11)标准检测和未检测到的(-5)病例在人口统计学、合并精神障碍、服务使用和损害变量方面相似,除了(-11)检测到的病例有更多的症状且更有可能有疑似药物依赖而未被(-5)检测到。

结论

(-11)检测到的(-5)病例与(-11)未检测到的病例大多相似。通过使用(-11)而不是(-5),我们可能会让(同样)受影响的人得不到服务。仅仅通过流行病学研究可能无法解决这一差异,可能需要进行临床有效性研究。

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