André Frida, Broman Niroshani, Håkansson Anders, Claesdotter-Knutsson Emma
Medical Faculty, Department of Clinical Sciences Lund, BMC F12, Sölvegatan 19, 221 84 Lund, Sweden.
Addict Behav Rep. 2020 Dec 5;12:100324. doi: 10.1016/j.abrep.2020.100324. eCollection 2020 Dec.
Gaming disorder was included in the 11th revision of the International Classification of Diseases (ICD 11) and the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) included Internet Gaming Disorder as a tentative diagnosis. Most scholars agree upon the potential risk for pathological use of video games. The primary aim of this study was to investigate the prevalence of engaged gamers, problem gamers and addicted gamers. The secondary aim was to describe these groups in terms of gender, age, social satisfaction, psychological wellbeing and hours spent chatting on internet/social media.
We used survey-based data for this population-based research. The data was collected online in two different settings in 2017. In total 2075 participants were included.
4.5 percent met the criteria for highly engaged gaming, 5.3 percent were shown to be problem gamers and 1.2 percent met the cut off for game addiction. Young age, hours chatting on internet/social media, experiencing loneliness and considering seeking treatment for psychological distress were associated with both engaged, problematic and addictive gaming. Male gender was associated to problematic and addictive gaming. Hours spent chatting showed a greater correlation to problem/addictive gaming than to engaged gaming.
The results of this study indicate that both highly engaged gamers, problem gamers and addicted gamers all experience loneliness and psychological distress to a greater extent than the remaining study participants. This adds to the knowledge of prevalence and features of gaming disorder. Additionally, preferably longitudinal research is needed in order to understand causality.
游戏障碍被纳入《国际疾病分类》第11版(ICD - 11),《精神疾病诊断与统计手册》(DSM - 5)将网络游戏障碍列为暂定诊断。大多数学者认同电子游戏病理性使用的潜在风险。本研究的主要目的是调查沉迷游戏者、问题游戏玩家和成瘾游戏玩家的患病率。次要目的是从性别、年龄、社会满意度、心理健康以及在互联网/社交媒体上聊天的时长等方面描述这些群体。
我们使用基于调查的数据进行这项基于人群的研究。数据于2017年在两种不同环境下在线收集。总共纳入了2075名参与者。
4.5%的人符合高度沉迷游戏的标准,5.3%被证明是问题游戏玩家,1.2%符合游戏成瘾的临界值。年轻、在互联网/社交媒体上聊天的时长、感到孤独以及考虑寻求心理困扰治疗与沉迷、问题及成瘾性游戏均相关。男性与问题及成瘾性游戏相关。聊天时长与问题/成瘾性游戏的相关性高于与沉迷游戏的相关性。
本研究结果表明,高度沉迷游戏者、问题游戏玩家和成瘾游戏玩家比其余研究参与者在更大程度上都经历孤独和心理困扰。这增加了对游戏障碍患病率和特征的认识。此外,为了理解因果关系,最好进行纵向研究。