Wu Qiuxia, Luo Tao, Tang Jinsong, Wang Yunfei, Wu Zhenzhen, Liu Yueheng, Chen Wei, Deng Qijian, Liao Yanhui
Department of Psychiatry, and National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, 410011 Hunan China.
The Treatment Center for Addiction, Jiangxi Mental Hospital, Nanchang, 330029 Jiangxi China.
Int J Ment Health Addict. 2022 Mar 31:1-13. doi: 10.1007/s11469-022-00792-3.
With the lockdown and social distancing during the outbreak of coronavirus disease 2019 (COVID-19), gaming has become a popular leisure activity. This study aimed to explore changes in gaming behavior after the lifting of COVID-19 lockdowns and risk factors for increased gaming behavior. This online retrospective study included 5268 gamers. A total of 5% gamers scored 32 or higher on the 9-item Internet Gaming Disorder Scale-Short-Form (IGDS9-SF), suggesting diagnosis of internet gaming disorder (IGD). Over one-third of gamers reported an increase in time spent on gaming per day after the lockdowns were lifted. Logistic regression analysis revealed that gamers who were female, students, experienced stress, or scored higher on IGDS9-SF were more likely to spend more time on gaming per day after the lifting of lockdowns. These findings highlighted the needs for more effective coping strategies or interventions to prevent excessive gaming, especially for females and students.
在2019年冠状病毒病(COVID-19)疫情爆发期间实施封锁和社交距离措施后,游戏已成为一种受欢迎的休闲活动。本研究旨在探讨COVID-19封锁解除后游戏行为的变化以及游戏行为增加的风险因素。这项在线回顾性研究纳入了5268名游戏玩家。共有5%的玩家在9项互联网游戏障碍量表简版(IGDS9-SF)上得分32分或更高,提示诊断为互联网游戏障碍(IGD)。超过三分之一的玩家报告称,封锁解除后每天花在游戏上的时间增加了。逻辑回归分析显示,女性、学生、经历过压力或在IGDS9-SF上得分较高的玩家在封锁解除后每天花在游戏上的时间更有可能增加。这些发现凸显了需要更有效的应对策略或干预措施来预防过度游戏,尤其是针对女性和学生。