Pan Yuan-Chien, Chiu Yu-Chuan, Lin Yu-Hsuan
Department of Psychology, National Taiwan University, Taipei, Taiwan.
Department of Psychiatry, MacKay Memorial Hospital, Taipei, Taiwan.
Neurosci Biobehav Rev. 2020 Nov;118:612-622. doi: 10.1016/j.neubiorev.2020.08.013. Epub 2020 Aug 25.
The field of internet addiction has experienced significant debates on conflicting epidemiology. This meta-analysis investigated the prevalence rates of generalized internet addiction (GIA) and internet gaming disorder (IGD).
We included 113 epidemiologic studies covering 693,306 subjects published from 1996 to 2018 (for 31 nations) that reported prevalence rates for GIA or IGD. We examined pooled prevalence of GIA and IGD and the hypothesized moderators including year, geographic regions, types of scales, and sample representativeness.
All 133 effect sizes included 53,184 subjects with GIA or IGD. Weighted average prevalence for GIA and IGD were 7.02 % (95 % CI, 6.09 %-8.08 %) and 2.47 % (95 % CI, 1.46 %-4.16 %) respectively. For GIA, prevalence was increased over time and prevalence rates variated among different scales. IGD prevalence was neither moderated by year, regions, nor sample representativeness.
The prevalence of GIA was higher than the prevalence of IGD. The GIA prevalence was increasing over time and variated with different assessments. Our results reveal that GIA may reflect a pattern of increasing human-machine interaction.
网络成瘾领域在相互矛盾的流行病学方面经历了重大争论。这项荟萃分析调查了广泛性网络成瘾(GIA)和网络游戏障碍(IGD)的患病率。
我们纳入了1996年至2018年发表的113项流行病学研究(涉及31个国家),涵盖693,306名受试者,这些研究报告了GIA或IGD的患病率。我们检查了GIA和IGD的合并患病率以及假设的调节因素,包括年份、地理区域、量表类型和样本代表性。
所有133个效应量包括53,184名患有GIA或IGD的受试者。GIA和IGD的加权平均患病率分别为7.02%(95%CI,6.09%-8.08%)和2.47%(95%CI,1.46%-4.16%)。对于GIA,患病率随时间增加,且不同量表的患病率有所不同。IGD患病率不受年份、地区或样本代表性的影响。
GIA的患病率高于IGD的患病率。GIA患病率随时间增加,且因不同评估而异。我们的结果表明,GIA可能反映了人机交互增加的一种模式。