School of Psychology, Korea University, Seoul, Korea.
Department of Psychology, Seoul National University, Seoul, Korea; Department of Brain & Cognitive Sciences, Seoul National University, Seoul, Korea.
Addict Behav. 2022 Mar;126:107183. doi: 10.1016/j.addbeh.2021.107183. Epub 2021 Nov 19.
Gaming disorder (GD) has been listed in the International Classification of Diseases 11th Revision. Studies on GD prevalence have been highly heterogeneous, and there are significant gaps in prevalence estimates. Few studies have examined what methodological and demographic factors could explain this phenomenon. Therefore, this meta-analytic study quantifies globally reported GD prevalence rates and explores their various moderating variables.
Prevalence estimates were extracted from 61 studies conducted before December 3, 2020, which included 227,665 participants across 29 countries. Subgroup and moderator analyses were used to investigate the potential causes of heterogeneity, including region, sample size, year of data collection, age group, study design, sampling method, survey format, sample type, risk of bias, terminology, assessment tool, and male proportion.
The overall pooled prevalence of GD was 3.3% (95% confidence interval: 2.6-4.0) (8.5% in males and 3.5% in females). By selecting only 28 representative sample studies, the prevalence estimate was reduced to 2.4% (95% CI 1.7-3.2), and the adjusted prevalence estimate using the trim-and-fill method was 1.4% (95% CI 0.9-1.9). High heterogeneity in GD prevalence rates was influenced by various moderators, such as participant variables (e.g., region, sample size, and age) and study methodology (e.g., study design, sampling method, sample type, terminology, and instrument). The moderator analyses revealed that the sample size, mean age, and study quality were negatively associated with GD prevalence.
This study confirms that GD prevalence studies were highly heterogeneous based on participant demographics and research methodologies. Various confounding variables, such as sampling methods, sample types, assessment tools, age, region, and cultural factors have significantly influenced the GD prevalence rates. Prevalence estimates are likely to vary depending on study quality. Further epidemiological studies should be conducted using rigorous methodological standards to more accurately estimate GD prevalence.
游戏障碍(GD)已被列入《国际疾病分类》第 11 版。关于 GD 患病率的研究差异很大,患病率的估计值存在很大差距。很少有研究探讨哪些方法学和人口统计学因素可以解释这种现象。因此,本荟萃分析定量评估了全球报告的 GD 患病率,并探讨了其各种调节变量。
从 2020 年 12 月 3 日之前进行的 61 项研究中提取患病率估计值,这些研究共包括 29 个国家的 227665 名参与者。使用亚组和调节因素分析来探讨异质性的潜在原因,包括地区、样本量、数据收集年份、年龄组、研究设计、抽样方法、调查形式、样本类型、偏倚风险、术语、评估工具和男性比例。
GD 的总体患病率为 3.3%(95%置信区间:2.6-4.0)(男性为 8.5%,女性为 3.5%)。仅选择 28 个有代表性的样本研究,患病率估计值降低至 2.4%(95%CI 1.7-3.2),使用修剪和填充法调整后的患病率估计值为 1.4%(95%CI 0.9-1.9)。GD 患病率的高度异质性受到多种调节因素的影响,如参与者变量(如地区、样本量和年龄)和研究方法(如研究设计、抽样方法、样本类型、术语和工具)。调节因素分析表明,样本量、平均年龄和研究质量与 GD 患病率呈负相关。
本研究证实,基于参与者人口统计学和研究方法,GD 患病率研究存在高度异质性。各种混杂变量,如抽样方法、样本类型、评估工具、年龄、地区和文化因素,对 GD 患病率有显著影响。患病率估计值可能因研究质量而异。应使用严格的方法学标准进行进一步的流行病学研究,以更准确地估计 GD 患病率。