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探索中国COVID-19期间青少年网络游戏障碍严重程度的亚型及相关因素:一项潜在类别分析。

Exploring subtypes and correlates of internet gaming disorder severity among adolescents during COVID-19 in China: A latent class analysis.

作者信息

Chang Chi Ian, Fong Sit Hao, Chao Tong, Chen Chun, Shen Jie, Cao Bolin, Montag Christian, Elhai Jon D, Hall Brian J

机构信息

Department of Psychology, University of Macau, Macau, SAR People's Republic of China.

Department of Psychology, The University of Hong Kong, Pokfulam, Hong Kong Special Administrative Region People's Republic of China.

出版信息

Curr Psychol. 2022 Apr 29:1-12. doi: 10.1007/s12144-022-03133-8.

Abstract

UNLABELLED

The WHO recently included Gaming Disorder as a psychiatric diagnosis. Whether there are distinct groups of adolescents who differ based on severity of gaming disorder and their relationships with other mental health and addictive behavior outcomes, including problematic smartphone use (PSU), remains unclear. The current study explored and identified subtypes of Internet Gaming Disorder (IGD) severity and estimated the association between these subtypes and other disorders. Participants completed online questionnaires assessing the severity of IGD, PSU, depression, and anxiety during COVID-19. We conducted a latent class analysis of IGD symptoms among 1,305 Chinese adolescents (mean age = 15.2; male = 58.5%) from 11 secondary schools in Macao (SAR), China. Multinomial logistic regression estimated correlates of latent class membership and PSU. A 4-class model adequately described the sample subgroups. Classes were labeled as normative gamers (30.9%), occasional gamers (42.4%), problematic gamers (22.7%), and addictive gamers (4.1%). Relative to normative gamers, PSU severity, depression, and being male were significantly higher among problematic gamers, addictive gamers, and occasional gamers. Only problematic gamers showed significant positive associations with anxiety severity compared to the other groups. The study revealed the differences in severity of gaming disorder and its association with psychopathology outcomes. Application in screening for IGD and comorbidity is discussed.

SUPPLEMENTARY INFORMATION

The online version contains supplementary material available at 10.1007/s12144-022-03133-8.

摘要

未标注

世界卫生组织最近将游戏障碍列为一种精神疾病诊断。基于游戏障碍的严重程度以及他们与其他心理健康和成瘾行为结果(包括问题智能手机使用,PSU)的关系,是否存在不同的青少年群体尚不清楚。当前的研究探索并确定了网络游戏障碍(IGD)严重程度的亚型,并估计了这些亚型与其他障碍之间的关联。参与者在新冠疫情期间完成了在线问卷,评估IGD、PSU、抑郁和焦虑的严重程度。我们对来自中国澳门特别行政区11所中学的1305名中国青少年(平均年龄 = 15.2岁;男性 = 58.5%)的IGD症状进行了潜在类别分析。多项逻辑回归估计了潜在类别成员资格和PSU的相关因素。一个4类别模型充分描述了样本亚组。类别被标记为正常游戏者(30.9%)、偶尔游戏者(42.4%)、问题游戏者(22.7%)和成瘾游戏者(4.1%)。与正常游戏者相比,问题游戏者、成瘾游戏者和偶尔游戏者中的PSU严重程度、抑郁程度以及男性比例显著更高。与其他组相比,只有问题游戏者与焦虑严重程度呈显著正相关。该研究揭示了游戏障碍严重程度的差异及其与精神病理学结果的关联。讨论了其在IGD筛查和共病方面的应用。

补充信息

在线版本包含可在10.1007/s12144-022-03133-8获取的补充材料。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ddb7/9050178/e41347f1600c/12144_2022_3133_Fig1_HTML.jpg

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