School of Psychology, The University of Adelaide, Adelaide, SA, Australia.
College of Education, Psychology and Social Work, Flinders University, Adelaide, SA, Australia.
Aust N Z J Psychiatry. 2021 Jun;55(6):553-568. doi: 10.1177/0004867420962851. Epub 2020 Oct 7.
Gaming disorder was included in the latest revision of the International Classification of Diseases (11th ed.). Worldwide, prevalence estimates of gaming disorder are considerably heterogeneous and often appear to be exceedingly high. However, few studies have examined the methodological, cultural and/or demographic factors that might explain this phenomenon. This review employed meta-analytic techniques to compute the worldwide-pooled prevalence of gaming disorder and evaluate the potential contributing factors for varied prevalence estimates.
Prevalence estimates were extracted from 53 studies conducted between 2009 and 2019, which included 226,247 participants across 17 different countries. Study findings were meta-analyzed using a random-effects model. Subgroup and moderator analyses examined potential sources of heterogeneity, including assessment tool and cut-off, participant age and gender, sample size and type, study region, and year of data collection.
The worldwide prevalence of gaming disorder was 3.05% (confidence interval: [2.38, 3.91]); this figure was adjusted to 1.96% [0.19, 17.12] when considering only studies that met more stringent sampling criteria (e.g. stratified random sampling). However, these estimates were associated with significant variability. The choice of screening tool accounted for 77% of the variance, with the Lemmens Internet gaming disorder-9, Gaming Addiction Identification Test and Problematic Videogame Playing scales associated with the highest estimates. Adolescent samples, lower cut-off scores and smaller sample size were significant predictors of higher prevalence. Gaming disorder rates were approximately 2.5:1 in favor of males compared to females.
The worldwide prevalence of gaming disorder appears to be comparable to obsessive-compulsive disorder and some substance-related addictions, but lower than compulsive buying and higher than problem gambling. Gaming disorder prevalence rates appear to be inflated by methodological characteristics, particularly measurement and sampling issues.
游戏障碍被纳入最新版《国际疾病分类》(第 11 版)。在全球范围内,游戏障碍的患病率估计差异很大,且往往高得惊人。然而,很少有研究探讨可能导致这一现象的方法学、文化和/或人口统计学因素。本综述采用元分析技术计算了全球范围内游戏障碍的患病率,并评估了导致患病率差异的潜在因素。
从 2009 年至 2019 年期间进行的 53 项研究中提取了患病率估计值,这些研究共涉及 17 个不同国家的 226,247 名参与者。使用随机效应模型对研究结果进行元分析。亚组和调节因素分析检查了潜在的异质性来源,包括评估工具和截断值、参与者年龄和性别、样本量和类型、研究区域以及数据收集年份。
全球游戏障碍的患病率为 3.05%(置信区间:[2.38, 3.91]);当仅考虑满足更严格抽样标准(例如分层随机抽样)的研究时,这一数字调整为 1.96% [0.19, 17.12]。然而,这些估计值存在显著差异。筛查工具的选择解释了 77%的变异,Lemmens 互联网游戏障碍-9、游戏成瘾识别测试和问题性视频游戏使用量表与最高估计值相关。青少年样本、较低的截断分数和较小的样本量是患病率较高的显著预测因素。与女性相比,男性的游戏障碍率约为 2.5:1。
全球范围内游戏障碍的患病率似乎与强迫症和某些物质相关的成瘾障碍相当,但低于强迫性购物障碍,高于问题性赌博。游戏障碍的患病率似乎因方法学特征而膨胀,特别是测量和抽样问题。