Zhao Wei, Wei Tao, Zhou Ruidong, Wang Yujing, Wang Yan, Ren Zixuan, Shao Wenyi, Luo Hanrun, Zhou Yiding, Chen Nuo, Lu Qiao, Song Xun, Zhang Ziyao, Fang Yinnuo, Zhang Xinyi, Jiao Dongliang
School of Mental Health, Bengbu Medical College, Bengbu, China.
Front Psychiatry. 2021 Oct 20;12:713364. doi: 10.3389/fpsyt.2021.713364. eCollection 2021.
Since the classification of gaming disorder (GD) by the World Health Organization (WHO) as "mental disorder caused by addictive behaviors," there has been controversy regarding whether online game behaviors can lead to mental disorder. This study aims to clarify the correlation between the online game behaviors of college students and anxiety, depression, and executive function of college students in China, from a questionnaire-based investigation. Based on the whole class random sampling method, a questionnaire survey was conducted among college students in Northern Anhui, China from March 7 to March 27, 2020. The questionnaires included the Internet Game Addiction (IGA) Scale, Behavior Rating Inventory of Executive Function (Adult Version, BRIEF-A), Generalized Anxiety Disorder Scale (GAD-7) and Patient Health Questionnaire Scale (PHQ-9). A total of 850 participants completed the survey, including 353 males (41.53%) and 497 females (58.47%). The primary age group was 18-27 years (91.53%), and the educational background was a bachelor's degree (94.7%). The study found that the online behavior of 17.76% of college students was online game behavior. This study did not identify any students who met the criteria for IGA, and 3% met the criteria for indulgent behavior. A dual role of online games was identified; moderate online game activities can improve the emotional state and executive function of college students, while excessive online game behaviors that may not reach the degree of addiction can also harm emotional state and executive function. This study suggests that although IGA has been regarded as a mental disease, online game behavior should be treated differently. Online game activities should not be entirely denied, but mental disorders caused by excessive gaming activities deserve attention. In particular, the emotional state and executive function of students with excessive online game behaviors should be monitored and intervened in advance to avoid game behaviors turning into indulgent behaviors or addiction. As a cognitive control process, executive function may play a key role in regulating IGA and emotional state.
自世界卫生组织(WHO)将游戏障碍(GD)归类为“成瘾行为所致精神障碍”以来,关于网络游戏行为是否会导致精神障碍一直存在争议。本研究旨在通过问卷调查,阐明中国大学生网络游戏行为与焦虑、抑郁及执行功能之间的相关性。基于整班随机抽样方法,于2020年3月7日至3月27日对中国皖北地区的大学生进行了问卷调查。问卷包括网络游戏成瘾(IGA)量表、执行功能行为评定量表(成人版,BRIEF - A)、广泛性焦虑障碍量表(GAD - 7)和患者健康问卷量表(PHQ - 9)。共有850名参与者完成了调查,其中男性353名(41.53%),女性497名(58.47%)。主要年龄组为18 - 27岁(91.53%),学历为本科(94.7%)。研究发现,17.76%的大学生的上网行为是网络游戏行为。本研究未发现符合IGA标准的学生,3%的学生符合放纵行为标准。研究确定了网络游戏的双重作用;适度的网络游戏活动可以改善大学生的情绪状态和执行功能,而可能未达到成瘾程度的过度网络游戏行为也会损害情绪状态和执行功能。本研究表明,尽管IGA被视为一种精神疾病,但网络游戏行为应区别对待。不应完全否定网络游戏活动,但过度游戏活动导致的精神障碍值得关注。特别是,应提前监测和干预有过度网络游戏行为学生的情绪状态和执行功能,以避免游戏行为演变成放纵行为或成瘾。作为一种认知控制过程,执行功能可能在调节IGA和情绪状态方面发挥关键作用。