Ashar Mili, Thaliath Liz, Sali Kimaya, Chaudhury Suprakash, Jagtap Biswajit L, Patil Anand A, Devabhaktuni Spandana
Department of Psychiatry, Rural Medical College, PIMS (DU), Loni, Maharashtra, India.
Department of Psychiatry, Dr. DY Patil Medical College, Hospital and Research Centre, Dr. DY Patil Vidyapeeth, Pune, Maharashtra, India.
Ind Psychiatry J. 2019 Jul-Dec;28(2):301-305. doi: 10.4103/ipj.ipj_92_18. Epub 2020 Aug 14.
A new virus "Pokémon GO" is infecting at an exponential rate. The symptoms include swaying your cell phone in air and focusing in blankness, straying into the unknown in search "Pikachu". In the "Pokedemiological" triad, the host is a medical student, agent is Pokémon GO, and the environment is a chaos of childhood fantasies and peer pressure turning into a vicious cycle of addiction, stress, anxiety, and depression.
The aim was to study the correlates of excessive playing of Pokemon Go in medical students.
By purposive sampling, fifty MBBS students who were regularly playing Pokémon GO for more than 2 weeks and equal number of age-and sex-matched students who were not playing any computer games were included in this study with their consent. They were assessed with a pro forma asking information about their habit and the depression, anxiety, and stress scale. Statistical analysis was done using -test, Chi-square test, and Mann- Whitney U-test.
Reasons for starting to play Pokemon Go included liking the concept ( = 39), peer pressure ( = 8), and free availability ( = 3). Wandering outside their residence alone until way after dark to play the game was reported by 27 players, and six admitted to stopping in the middle of a road to catch a rare pokemon. Twenty-eight players admitted that the game had adversely affected their behavior. Twenty players play much longer than they originally planned, whereas 22 lost track of time while playing the game. The players were under significantly more stress, anxiety, and depression compared to nonplayers.
Regular playing of Pokemon Go results in adverse consequences including exposure to dangerous situations, stress, anxiety, and depression.
一种名为“宝可梦大冒险”的新病毒正在以指数级速度感染人群。症状包括在空中摇晃手机并茫然凝视,为了寻找“皮卡丘”而迷失在未知之地。在“宝可梦疫情”三元组中,宿主是医学生,病原体是《宝可梦大冒险》,环境则是童年幻想与同伴压力交织成的混乱局面,进而演变成成瘾、压力、焦虑和抑郁的恶性循环。
本研究旨在探讨医学生过度玩《宝可梦大冒险》的相关因素。
通过目的抽样,选取了50名定期玩《宝可梦大冒险》超过2周的医学学士学生,以及同等数量年龄和性别匹配但不玩任何电脑游戏的学生,并获得了他们的同意。使用一份表格对他们进行评估,询问有关他们的习惯以及抑郁、焦虑和压力量表的信息。采用t检验、卡方检验和曼 - 惠特尼U检验进行统计分析。
开始玩《宝可梦大冒险》的原因包括喜欢这个概念(n = 39)、同伴压力(n = 8)和免费可得(n = 3)。27名玩家报告说会独自在住所外游荡直到深夜才回家玩游戏,6人承认会在路中间停下来捕捉稀有宝可梦。28名玩家承认这款游戏对他们的行为产生了负面影响。20名玩家玩的时间比他们原本计划的要长得多,而22名玩家在玩游戏时忘记了时间。与不玩游戏的学生相比,玩游戏的学生承受着明显更多的压力、焦虑和抑郁。
经常玩《宝可梦大冒险》会导致不良后果,包括面临危险情况、压力、焦虑和抑郁。