Department of Epidemiology and Health Policy, School of Medicine, University of Toyama.
J Epidemiol. 2023 Jul 5;33(7):335-341. doi: 10.2188/jea.JE20210365. Epub 2022 Apr 15.
Pathological gaming (PG) has emerged as one of the major public health concerns worldwide. We aimed to assess PG and its associated factors among elementary school children in Japan.
We conducted a school-based observational study in Toyama, Japan in 2018. In total, 13,413 children in the 4th-6th grades (mean age, 10.5 years) participated in the study. We distributed questionnaires and inquired about their lifestyle, irritability, and school and family environments. Referring to criteria of gaming disorder in the International Statistical Classification of Disease (ICD-11), we asked about three core symptoms: impaired control over gaming, increasing priority given to gaming over other activities, and continuation of gaming despite the negative consequences. Children who had all three criteria in the questionnaire were defined as PG.
The response rate was 97.6%, and 11,826 children were included in our analyses (88.2%). The prevalence of PG was 5.6% (7.8% in boys, 3.2% in girls). Besides sex, PG was significantly associated with lifestyles, including skipping breakfast (odds ratio [OR] 1.33; 95% confidence interval [CI], 1.05-1.68), physical inactivity (OR 2.23; 95% CI, 1.63-3.05 for rare), late bed time (OR 2.52; 95% CI, 1.96-3.25 for ≥11 p.m.), frequent irritability (OR 1.89; 95% CI, 1.47-2.43), frequent feeling of school avoidance (OR 1.92; 95% CI, 1.49-2.46), fewer close friends (OR 1.30; 95% CI, 1.08-1.56 for some), low academic performance (OR 1.53; 95% CI, 1.13-2.08), no child-parent interaction (OR 1.34; 95% CI, 1.02-1.75), and no rules at home (OR 1.21; 95% CI, 1.02-1.43).
Unhealthy lifestyles, irritability, and low functioning in school and family environments were associated with PG. Besides having a healthy lifestyle, parental involvement appears to be an indispensable countermeasure for PG in children.
病理性游戏(PG)已成为全球主要的公共卫生问题之一。本研究旨在评估日本小学生的 PG 及其相关因素。
我们在 2018 年于日本富山县开展了一项基于学校的观察性研究。共有 13413 名 4 至 6 年级的学生(平均年龄 10.5 岁)参与了这项研究。我们分发了问卷,调查了他们的生活方式、易怒程度以及学校和家庭环境。根据《国际疾病分类(ICD-11)》中游戏障碍的标准,我们询问了三个核心症状:对游戏的控制能力受损、将游戏置于其他活动之上的优先级提高、以及尽管有负面后果仍继续游戏。在问卷中同时满足这三个标准的儿童被定义为 PG。
应答率为 97.6%,共有 11826 名儿童纳入分析(88.2%)。PG 的患病率为 5.6%(男生 7.8%,女生 3.2%)。除性别外,PG 还与生活方式显著相关,包括不吃早餐(比值比 [OR] 1.33;95%置信区间 [CI],1.05-1.68)、缺乏身体活动(OR 2.23;95% CI,1.63-3.05,很少)、晚睡(OR 2.52;95% CI,19.00-3.25,≥11 点)、频繁易怒(OR 1.89;95% CI,1.47-2.43)、经常逃避上学(OR 1.92;95% CI,1.49-2.46)、朋友较少(OR 1.30;95% CI,1.08-1.56,一些)、学习成绩较差(OR 1.53;95% CI,1.13-2.08)、亲子互动较少(OR 1.34;95% CI,1.02-1.75)以及家庭中没有规则(OR 1.21;95% CI,1.02-1.43)。
不健康的生活方式、易怒以及学校和家庭环境中功能不良与 PG 相关。除了拥有健康的生活方式外,父母的参与似乎是预防儿童 PG 的不可或缺的对策。