意大利青年群体中网络成瘾障碍与精神病理学和社会适应的关系。
Relationship of Internet Gaming Disorder with Psychopathology and Social Adaptation in Italian Young Adults.
机构信息
Department of Education Science, University of Catania, 95124 Catania, Italy.
Department of Brain and Behavioral Sciences, University of Pavia, 27100 Pavia, Italy.
出版信息
Int J Environ Res Public Health. 2020 Nov 6;17(21):8201. doi: 10.3390/ijerph17218201.
Internet addiction is currently considered a worldwide problem, with a possible impact on mental health. This study aimed to investigate the prevalence of internet gaming disorder (IGD) among Italian young adults and to explore its association with psychopathological symptoms. Our sample included 566 young adults (324 males/242 females; age: 22.74 ± 4.83 years). Participants were asked to state their favorite games and complete the following questionnaires: the Internet Gaming Disorder Scale Short Form (IGD9-SF); the APA symptom checklist, based on DSM-5 diagnostic criteria for IGD; the Symptom Checklist-90 Revised (SCL-90 R); and the Social Adaptation Self Evaluation Scale (SASS). Use of video games was common among study participants (95% of the sample). Thirty subjects (5.3% of the sample) matched criteria for a clinical diagnosis of IGD. Data showed a positive correlation between higher use of online games and higher levels of depression (r = 0.501), anxiety (r = 0.361) and psychoticism (r = 0.431), and lower family and extra-family relationships (r = -0.383). At linear regression analysis, somatization ( = 0.002), depression ( = 0.001) and sleep disturbances ( = 0.003) were predictors of IGD diagnosis. IGD was significantly associated to mental health distress. Healthcare professionals should be aware of the problematic consequences of online gaming.
网络成瘾目前被认为是一个全球性问题,可能对心理健康产生影响。本研究旨在调查意大利年轻成年人中网络游戏障碍(IGD)的流行情况,并探讨其与精神病理症状的关系。我们的样本包括 566 名年轻成年人(324 名男性/242 名女性;年龄:22.74 ± 4.83 岁)。要求参与者说明他们最喜欢的游戏,并完成以下问卷:互联网游戏障碍量表短式(IGD9-SF);APA 症状清单,基于 DSM-5 对 IGD 的诊断标准;症状清单-90 修订版(SCL-90 R);以及社会适应自我评价量表(SASS)。研究参与者普遍使用视频游戏(样本的 95%)。30 名受试者(样本的 5.3%)符合 IGD 的临床诊断标准。数据显示,在线游戏使用频率越高,抑郁程度越高(r = 0.501)、焦虑(r = 0.361)和精神病性(r = 0.431)越高,家庭和家庭以外的关系越低(r = -0.383)。在线性回归分析中,躯体化( = 0.002)、抑郁( = 0.001)和睡眠障碍( = 0.003)是 IGD 诊断的预测因素。IGD 与心理健康困扰显著相关。医疗保健专业人员应意识到网络游戏的不良后果。