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调查青少年的视频游戏和赌博活动及其与行为、情感和社交困难的关系:多 informant 研究方案。 (注:这里“informant”可理解为提供信息者,多 informant 研究即从多个渠道获取信息的研究 ,不过按要求未加解释说明 )

Investigating Adolescents' Video Gaming and Gambling Activities, and Their Relationship With Behavioral, Emotional, and Social Difficulties: Protocol for a Multi-Informant Study.

作者信息

Cena Loredana, Rota Matteo, Trainini Alice, Zecca Sara, Bonetti Zappa Sofia, Tralli Nella, Stefana Alberto

机构信息

Department of Clinical and Experimental Science, University of Brescia, Brescia, Italy.

Department of Molecular and Translational Medicine, University of Brescia, Brescia, Italy.

出版信息

JMIR Res Protoc. 2022 Feb 25;11(2):e33376. doi: 10.2196/33376.

DOI:10.2196/33376
PMID:35212638
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8917431/
Abstract

BACKGROUND

Growing empirical evidence suggests that adolescents have a relatively greater propensity to develop problematic video gaming or gambling habits.

OBJECTIVE

The main objectives of this study are to estimate the prevalence of potential pathological gambling and video game use among adolescent students and to evaluate their risk factors.

METHODS

This is a cross-sectional multi-informant study based on an online survey. It will include a sample of adolescents attending secondary schools located in Brescia, northern Italy, their schoolteachers, and parents. The survey includes extensive data on adolescents' (1) demographic, social, economic, and environmental characteristics; (2) behavioral, emotional, and social problems and adaptive functioning; (3) emotional and social loneliness; (4) perception of the reasons to use social networks; (5) video game habits and pathological use of video gaming; and (6) gambling behaviors.

RESULTS

This protocol was approved by the Institutional Ethics Board of the Spedali Civili of Brescia (Italy). We expect to collect data from 793 or more adolescent students, as determined by our sample size calculation.

CONCLUSIONS

This multisite project will make a substantial contribution to (1) the implementation of a system for identifying pathological gambling and pathological video game use among adolescents, allowing for interventions aimed at improving adolescents' financial, emotional, and social well-being; and (2) the identification of distinct profiles of gamblers and pathological video gamers that will contribute to setting up effective targeted prevention measures. Understanding the causes and impact of gambling and pathological video gaming on adolescents is a public health issue.

INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): DERR1-10.2196/33376.

摘要

背景

越来越多的实证证据表明,青少年相对更容易养成有问题的电子游戏或赌博习惯。

目的

本研究的主要目的是估计青少年学生中潜在病态赌博和电子游戏使用的患病率,并评估其风险因素。

方法

这是一项基于在线调查的横断面多信息源研究。研究对象将包括意大利北部布雷西亚的中学生、他们的教师和家长。该调查包括有关青少年的广泛数据:(1)人口统计学、社会、经济和环境特征;(2)行为、情感和社会问题以及适应功能;(3)情感和社会孤独感;(4)对使用社交网络原因的认知;(5)电子游戏习惯和电子游戏的病态使用;(6)赌博行为。

结果

本方案已获得布雷西亚市立医院(意大利)机构伦理委员会的批准。根据样本量计算,我们预计从793名或更多青少年学生中收集数据。

结论

这个多地点项目将为以下方面做出重大贡献:(1)实施一个识别青少年病态赌博和病态电子游戏使用的系统,从而开展旨在改善青少年财务、情感和社会福祉的干预措施;(2)识别赌徒和病态电子游戏玩家的不同特征,这将有助于制定有效的针对性预防措施。了解赌博和病态电子游戏对青少年的成因和影响是一个公共卫生问题。

国际注册报告识别码(IRRID):DERR1-10.2196/33376。

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