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大学生视频游戏障碍与心理健康:一项横断面研究。

Video game disorder and mental wellbeing among university students: a cross-sectional study.

机构信息

Public Health and Community Medicine Department, Faculty of Medicine, Menoufia University, Menoufia, Egypt.

Department of Family and Community Medicine, Unaizah College of Medicine and Medical Sciences, Qassim University, Buraydah, Kingdom of Saudi Arabia.

出版信息

Pan Afr Med J. 2022 Feb 1;41:89. doi: 10.11604/pamj.2022.41.89.31322. eCollection 2022.

DOI:10.11604/pamj.2022.41.89.31322
PMID:35432709
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8977359/
Abstract

INTRODUCTION

video games are a popular adult pastime but have a potentially pervasive negative influence on gamers. The aim: was to determine the prevalence of video game disorder (VGD), its associated predictors, and its impact on the mental health of university students.

METHODS

a cross-sectional study was performed with a convenience sample of 2,364 undergraduate students. Sociodemographic criteria, the Internet Gaming Disorder-20 (IGD-20) questionnaire, and the Mental Health-5 (MH-5) questionnaire were used to collect data. The weights and heights of the students were self-reported. The average number of hours spent playing video games per week, the average number of hours of sleep per day, the favorite type of game played, and the main causes for playing were also included.

RESULTS

the prevalence of VGD among participants was 18.9%. The main predictors of VGD were being male, residing in an urban area, playing more hours per week, sleeping fewer hours per day, and having a higher body mass index, while having a low socioeconomic status was a protective factor. Mental health had a strong negative correlation with VGD. The types of games most frequently played by video game addicts were violent and action games. However, the most frequent reasons cited for playing were to improve one´s avatar, relaxation, and amusement.

CONCLUSION

playing video games in moderation, adequate sleeping, and engaging in outdoor physical activities enhances mental well-being and physical functioning. Thus, it is critical to promote and encourage balanced, effective, stable approaches to video gaming among university students to maintain their mental well-being.

摘要

简介

视频游戏是一种流行的成人消遣方式,但对玩家有潜在的广泛负面影响。目的:是确定视频游戏障碍(VGD)的流行率、其相关预测因素及其对大学生心理健康的影响。

方法

采用方便抽样法对 2364 名本科生进行横断面研究。使用社会人口学标准、互联网游戏障碍-20(IGD-20)问卷和心理健康-5(MH-5)问卷收集数据。学生的体重和身高由他们自己报告。还包括每周玩视频游戏的平均时间、每天平均睡眠时间、最喜欢的游戏类型以及玩游戏的主要原因。

结果

参与者中 VGD 的患病率为 18.9%。VGD 的主要预测因素是男性、居住在城市地区、每周玩更多的小时、每天睡眠时间更短以及体重指数更高,而社会经济地位较低是一个保护因素。心理健康与 VGD 呈强烈负相关。视频游戏成瘾者最常玩的游戏类型是暴力和动作游戏。然而,玩游戏最常见的原因是改善自己的虚拟形象、放松和娱乐。

结论

适度玩视频游戏、充足的睡眠和进行户外体育活动可以增强心理健康和身体机能。因此,必须促进和鼓励大学生以平衡、有效、稳定的方式玩视频游戏,以维护他们的心理健康。

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