Department of Preventive Medicine, College of Medicine, The Catholic University of Korea, Seoul, Republic of Korea.
Department of Mental Health Research, National Center for Mental Health, Seoul, Republic of Korea.
Asia Pac J Public Health. 2022 May;34(4):370-376. doi: 10.1177/10105395221084929. Epub 2022 Mar 14.
Children and adolescents' Internet game use has both functional and dysfunctional aspects. This study aimed to examine how changes in online gaming behaviors impact the risk of Internet gaming disorder (IGD). We observed 1318 adolescent online game users. Baseline and 12-month follow-up evaluations were performed, and it was defined whether the average online gaming time per day exceeded 1.5 hours and whether the number of gaming days per week exceeded 4 days. Gaming disorder was defined using the Internet Game Use-Elicited Symptom Screen. Multiple logistic regression was performed to examine the difference in the incidence rate ratio (IRR) of IGD risk according to changes in gaming time or frequency. Results indicated the IRR of IGD risk was 2.54 for the increased time spent group and 2.38 for the consistent higher time spent group against the consistent lower time spent group. The IRR was 3.76 for the increased frequency group and 2.92 for the consistent higher frequency group against the consistent lower frequency group. Therefore, managing Internet game use not to exceed 1.5 hours per day on average and 4 days per week would help prevent elevation of IGD risk.
儿童和青少年的互联网游戏使用既有功能方面,也有功能失调方面。本研究旨在探讨在线游戏行为的变化如何影响互联网游戏障碍(IGD)的风险。我们观察了 1318 名青少年网络游戏用户。进行了基线和 12 个月的随访评估,并确定了每天平均在线游戏时间是否超过 1.5 小时,每周游戏天数是否超过 4 天。使用互联网游戏使用诱发症状筛查表来定义游戏障碍。进行多变量逻辑回归分析,以检查游戏时间或频率变化时,IGD 风险发生率比(IRR)的差异。结果表明,与持续较低的游戏时间组相比,游戏时间增加组和持续较高的游戏时间组的 IGD 风险的 IRR 分别为 2.54 和 2.38。对于增加的频率组,IRR 为 3.76,对于持续较高的频率组,IRR 为 2.92,而对于持续较低的频率组。因此,管理互联网游戏使用,使其平均每天不超过 1.5 小时,每周不超过 4 天,将有助于预防 IGD 风险的升高。