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大不里士医科大学学生中的游戏障碍:发生率及相关因素。

Gaming disorder among students of Tabriz University of Medical Sciences: The frequency and related factors.

作者信息

Vahidi Maryam, Zamanzadeh Vahid, Musavi Saeed, Roshangar Fariborz, Janani Raheleh

机构信息

‎Research Center of Psychiatry and Behavioral Sciences, Tabriz University of Medical ‎Sciences, Tabriz, Iran.

Faculty of Nursing and Midwifery, Tabriz University of Medical Sciences, Tabriz, Iran.

出版信息

Med J Islam Repub Iran. 2021 Aug 2;35:98. doi: 10.47176/mjiri.35.98. eCollection 2021.

DOI:10.47176/mjiri.35.98
PMID:34956944
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8683789/
Abstract

Gaming disorder has been identified as a health problem. Disorders in emerging adulthood might negatively affect individuals' attitude toward the world, their communication with others, and formation of their personal identity. Thus, the present study was performed to identify the frequency of gaming disorder and its related factors among students of Tabriz University of Medical Sciences. A total of 813 undergraduate students of Tabriz University of Medical Sciences participated in this descriptive correlational study in 2018. All students filled the personal-social information form and Social Readjustment Rating Scale, and gamers filled gaming behaviors form and Internet gaming disorder-20 test (IGD). Data were analyzed using descriptive statistics and Pearson correlation coefficient, t- test, ANOVA, chi-square, and multiple linear regression. A total of 394 (48.5%) students were currently playing games. The mean of IGD scores among the gamers was 45.47 ±13.93, and 17 (4.3%) of them were recognized as having gaming disorder. The frequency of the disorder among all students was 17 (2.1%). Being male, playing online games, and having access to all 3 gaming devices (computer, smart phone, and tablet) were recognized as determining factors of gaming disorder. This study revealed that almost half of the university students were playing video and or on line games; however, a low percentage of the gamers had addictive gaming behaviors. The results indicated the necessity of applying modifications to individuals' gaming methods as well as implementing the individual and family-centered interventions to prevent and manage gaming disorder.

摘要

游戏障碍已被确认为一个健康问题。成年初期的障碍可能会对个体对世界的态度、他们与他人的交流以及个人身份的形成产生负面影响。因此,本研究旨在确定大不里士医科大学学生中游戏障碍的发生率及其相关因素。2018年,共有813名大不里士医科大学的本科生参与了这项描述性相关性研究。所有学生都填写了个人社会信息表和社会再适应评定量表,而游戏玩家则填写了游戏行为表和网络游戏障碍-20测试(IGD)。数据采用描述性统计、Pearson相关系数、t检验、方差分析、卡方检验和多元线性回归进行分析。共有394名(48.5%)学生目前正在玩游戏。游戏玩家的IGD得分平均值为45.47±13.93,其中17名(4.3%)被认定患有游戏障碍。所有学生中该障碍的发生率为17名(2.1%)。男性、玩网络游戏以及能够使用所有三种游戏设备(电脑、智能手机和平板电脑)被认为是游戏障碍的决定因素。本研究表明,几乎一半的大学生在玩电子游戏和/或网络游戏;然而,只有一小部分游戏玩家有上瘾的游戏行为。结果表明有必要对个体的游戏方式进行调整,并实施以个体和家庭为中心的干预措施来预防和管理游戏障碍。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f04c/8683789/69f424e7d447/mjiri-35-98-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f04c/8683789/69f424e7d447/mjiri-35-98-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f04c/8683789/69f424e7d447/mjiri-35-98-g001.jpg

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