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Does loneliness, self-esteem and psychological distress correlate with problematic internet use? A Bangladeshi survey study.孤独感、自尊心和心理困扰是否与网络问题使用相关?一项孟加拉国的调查研究。
Asia Pac Psychiatry. 2020 Jun;12(2):e12386. doi: 10.1111/appy.12386. Epub 2020 Apr 3.
2
Screening and assessment tools for gaming disorder: A comprehensive systematic review.游戏障碍筛查和评估工具:全面系统综述。
Clin Psychol Rev. 2020 Apr;77:101831. doi: 10.1016/j.cpr.2020.101831. Epub 2020 Feb 11.
3
An Overview of the Expert Consensus on the Prevention and Treatment of Gaming Disorder in China (2019 Edition).《中国游戏障碍防治专家共识(2019版)》概述
Neurosci Bull. 2020 Jul;36(7):825-828. doi: 10.1007/s12264-020-00475-w. Epub 2020 Mar 3.
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Challenges of gaming disorder: suggestions from a public health perspective.游戏障碍的挑战:从公共卫生角度提出的建议。
Gen Psychiatr. 2019 Jul 9;32(3):e100086. doi: 10.1136/gpsych-2019-100086. eCollection 2019.
5
Clinical Characteristics of Diagnosis for Internet Gaming Disorder: Comparison of DSM-5 IGD and ICD-11 GD Diagnosis.网络游戏障碍的诊断临床特征:《精神疾病诊断与统计手册》第5版网络游戏障碍与《国际疾病分类》第11版游戏障碍诊断的比较
J Clin Med. 2019 Jun 28;8(7):945. doi: 10.3390/jcm8070945.
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Adolescent Internet Addiction in Hong Kong: Prevalence, Psychosocial Correlates, and Prevention.香港青少年网络成瘾:流行率、心理社会相关因素和预防。
J Adolesc Health. 2019 Jun;64(6S):S34-S43. doi: 10.1016/j.jadohealth.2018.12.016.
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Internet gaming disorder in male and female young adults: The role of alexithymia, depression, anxiety and gaming type.男性和女性青年人群中的网络(电子)游戏障碍:述情障碍、抑郁、焦虑和游戏类型的作用。
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Gender-related differences in neural responses to gaming cues before and after gaming: implications for gender-specific vulnerabilities to Internet gaming disorder.游戏线索刺激前后神经反应的性别差异:对特定性别易患网络游戏障碍的影响。
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中国对游戏障碍的认识:223例患者的病例系列

The recognition of gaming disorder in China: a case series of 223 patients.

作者信息

Shao Tianli, Chen Xinxin, Huang Shucai, Liao Zhenjiang, Lin Shuhong, Qi Jing, Cai Yi, Huang Qiuping, Shen Hongxian

机构信息

National Clinical Research Center for Mental Disorders, and Department of Psychiatry, the Second Xiangya Hospital of Central South University, Changsha, Hunan, China.

Institute of Mental Health of Central South University, Chinese National Technology Institute on Mental Disorders, Hunan Key Laboratory of Psychiatry and Mental Health, Hunan Medical Center for Mental Health, Changsha, Hunan, China.

出版信息

PeerJ. 2021 Feb 4;9:e10827. doi: 10.7717/peerj.10827. eCollection 2021.

DOI:10.7717/peerj.10827
PMID:33604193
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC7868065/
Abstract

BACKGROUND

Internet gaming disorder (IGD) was listed in the appendix of the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) as a condition requiring further study in 2013, and gaming disorder (GD) was considered a mental disorder and listed in the 11th International Classification of Diseases Manual (ICD-11) in 2018. The study aims to obtain preliminary knowledge of the recognition of GD in China.

METHODS

A total of 223 Chinese patients who met both the ICD-11 and DSM-5 criteria for GD participated in the study, and a self-administered questionnaire was used to collect demographic information, gaming use characteristics, and previous diagnoses.

RESULTS

The average age of patients with GD was 20.5 years, and 71.3% were male. Most patients were diagnosed with emotion-related disorders at their first psychiatric visit: mood disorders (59.2%), bipolar affective disorder (18.4%), depressive episode (12.6%), and anxiety disorder (4.9%). Among the adolescent patients with a first diagnosis of mood disorders, 71.2% and 33.3% were diagnosed with bipolar affective disorder and personality disorders, respectively, at subsequent visits. Overall, after the first visit, the most common diagnosis was bipolar affective disorder (61.0%), followed by personality disorders (34.1%), mood disorders (17.0%), depressive episode (17.0%), and other disorders. Only three patients had Internet overuse.

CONCLUSION

The identification rate of GD is extremely low in routine psychiatric clinical practice in China. Most patients with GD were previously misdiagnosed with emotion-related disorders. Psychiatrists should be trained to improve their ability to recognize and manage GD.

摘要

背景

网络成瘾障碍(IGD)在2013年被列入《精神疾病诊断与统计手册》第五版(DSM - 5)附录中作为需要进一步研究的病症,而游戏障碍(GD)在2018年被视为精神障碍并列入第11版《国际疾病分类手册》(ICD - 11)。本研究旨在初步了解中国对游戏障碍的识别情况。

方法

共有223名符合ICD - 11和DSM - 5游戏障碍标准的中国患者参与了本研究,采用自填式问卷收集人口统计学信息、游戏使用特征和既往诊断情况。

结果

游戏障碍患者的平均年龄为20.5岁,71.3%为男性。大多数患者在首次精神科就诊时被诊断为与情绪相关的障碍:情绪障碍(59.2%)、双相情感障碍(18.4%)、抑郁发作(12.6%)和焦虑障碍(4.9%)。在首次诊断为情绪障碍的青少年患者中,后续就诊时分别有71.2%和33.3%被诊断为双相情感障碍和人格障碍。总体而言,首次就诊后,最常见的诊断是双相情感障碍(61.0%),其次是人格障碍(34.1%)、情绪障碍(17.0%)、抑郁发作(17.0%)和其他障碍。只有三名患者存在网络过度使用情况。

结论

在中国常规精神科临床实践中,游戏障碍的识别率极低。大多数游戏障碍患者之前被误诊为与情绪相关的障碍。精神科医生应接受培训以提高其识别和管理游戏障碍的能力。