Department of Preventive Medicine, College of Medicine, Catholic University of Korea, Seoul, South Korea.
Department of Psychiatry, College of Medicine, Catholic University of Korea, Seoul, South Korea.
Addiction. 2021 Jul;116(7):1828-1838. doi: 10.1111/add.15366. Epub 2021 Jan 28.
This study examined factors associated with severity, incidence and/or persistence of internet gaming disorder (IGD) in children and adolescents.
DESIGN, SETTING, PARTICIPANTS: Prospective cohort study with 2-year follow-up study in South Korea. A total of 2319 3rd-, 4th- and 7th-graders enrolled into the internet user cohort for unbiased recognition of gaming disorder in early adolescence [intramural Continuing Umbrella of Research Experiences (iCURE)] and analyzed for the current study.
Severity of the IGD features was assessed by the Internet Game Use-Elicited Symptom Screen (IGUESS), a self-reported questionnaire based on the DSM-5 IGD criteria. Participants with IGUESS scores ≥ 10 were considered to be at high risk for IGD (HIGD). Time spent playing on-line games, game types, depressive symptoms, trait anxiety, attention deficit hyperactivity disorder (ADHD) symptoms, social support, openness of communication with parents, attachment to parents and potential confounders were assessed by self-report.
A total of 175 (7.5%) students were classified as HIGD cases upon initial assessment. The independent risk factors of incidence of HIGD included playing on-line games for ≥ 240 minutes/day, playing multi-player games, depressive symptoms and ADHD symptoms [adjusted rate ratios (aRRs) = 2.03, 1.63, 2.04, 2.53, respectively; all P < 0.05]. Factors related to changing IGD severity scores were playing on-line games for 60-239 minutes/day, playing single-player on-line games, higher attachment and social support [adjusted incidence rate ratio (aIRRs) = 1.38, 1.22, 0.86, 0.87, respectively; all P < 0.05]. Independent predictors of persistence of HIGD were playing on-line games for ≥ 240 minutes/day and ADHD symptoms (aRRs = 2.63, 2.14, respectively; all P < 0.05).
Among adolescents in South Korea, the existence of ADHD symptoms and spending more than 4 hours per day playing on-line games were associated with the occurrence or persistence of high risk for internet gaming disorder.
本研究旨在探讨儿童和青少年网络游戏障碍(IGD)严重程度、发生率和/或持续性的相关因素。
设计、地点和参与者:本研究为前瞻性队列研究,在韩国进行了为期 2 年的随访。共有 2319 名 3、4 和 7 年级学生进入互联网用户队列,以便在青少年早期公正地识别游戏障碍[校内持续伞形研究经验(iCURE)],并对本研究进行了分析。
使用基于 DSM-5 IGD 标准的自我报告问卷“互联网游戏使用诱发症状量表(IGUESS)”评估 IGD 特征的严重程度。IGUESS 得分≥10 的参与者被认为有网络游戏障碍高风险(HIGD)。通过自我报告评估在线游戏时间、游戏类型、抑郁症状、特质焦虑、注意缺陷多动障碍(ADHD)症状、社会支持、与父母的沟通开放性、对父母的依恋以及潜在的混杂因素。
在初始评估时,共有 175 名(7.5%)学生被归类为 HIGD 病例。HIGD 发生率的独立危险因素包括每天玩在线游戏≥240 分钟、玩多人游戏、抑郁症状和 ADHD 症状[调整后的发病率比(aRR)分别为 2.03、1.63、2.04、2.53;均 P<0.05]。与 IGD 严重程度评分变化相关的因素包括每天玩在线游戏 60-239 分钟、玩单人在线游戏、更高的依恋和社会支持[调整后的发病率比(aIRR)分别为 1.38、1.22、0.86、0.87;均 P<0.05]。HIGD 持续存在的独立预测因素是每天玩在线游戏≥240 分钟和 ADHD 症状(aRR 分别为 2.63、2.14;均 P<0.05)。
在韩国青少年中,ADHD 症状的存在和每天花费超过 4 小时玩在线游戏与网络游戏障碍高风险的发生或持续存在有关。