• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

相似文献

1
Prevalence and types of video gaming and gambling activities among adolescent public school students: findings from a cross-sectional study in Italy.青少年公立学校学生中视频游戏和赌博活动的流行率和类型:意大利一项横断面研究的结果。
Ital J Pediatr. 2022 Jun 25;48(1):108. doi: 10.1186/s13052-022-01299-2.
2
The Relationship Between Video Gaming, Gambling, and Problematic Levels of Video Gaming and Gambling.电子游戏、赌博与电子游戏和赌博的问题程度之间的关系。
J Gambl Stud. 2019 Jun;35(2):559-569. doi: 10.1007/s10899-018-9798-3.
3
Investigating Adolescents' Video Gaming and Gambling Activities, and Their Relationship With Behavioral, Emotional, and Social Difficulties: Protocol for a Multi-Informant Study.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 )
JMIR Res Protoc. 2022 Feb 25;11(2):e33376. doi: 10.2196/33376.
4
Loot box engagement: A scoping review of primary studies on prevalence and association with problematic gaming and gambling.战利品箱参与度:对主要研究中流行程度及其与问题性游戏和赌博关联性的范围综述。
PLoS One. 2022 Jan 27;17(1):e0263177. doi: 10.1371/journal.pone.0263177. eCollection 2022.
5
Pay-to-Win Gaming and its Interrelation with Gambling: Findings from a Representative Population Sample.付费赢取游戏及其与赌博的相互关系:代表性人群样本的调查结果。
J Gambl Stud. 2022 Sep;38(3):785-816. doi: 10.1007/s10899-021-10042-1. Epub 2021 Jun 9.
6
Co-occurrence of addictive behaviours: personality factors related to substance use, gambling and computer gaming.成瘾行为的共病现象:与物质使用、赌博和电脑游戏相关的人格因素。
Eur Addict Res. 2012;18(4):167-74. doi: 10.1159/000335662. Epub 2012 Mar 7.
7
The relationship of loot box purchases to problem video gaming and problem gambling.战利品箱购买与问题性电子游戏和赌博成瘾的关系。
Addict Behav. 2019 Oct;97:27-34. doi: 10.1016/j.addbeh.2019.05.016. Epub 2019 May 16.
8
Prevalence of video gaming disorder in Saudi Arabia: a school-based national study.沙特阿拉伯视频游戏障碍的患病率:一项基于学校的全国性研究。
J Egypt Public Health Assoc. 2024 Aug 21;99(1):20. doi: 10.1186/s42506-024-00165-9.
9
Correlates of video games playing among adolescents in an Islamic country.伊斯兰国家青少年玩视频游戏的相关因素。
BMC Public Health. 2010 May 27;10:286. doi: 10.1186/1471-2458-10-286.
10
At-risk and problem gambling among adolescents: a convenience sample of first-year junior high school students in Finland.青少年中的风险与问题赌博:芬兰初一学生的便利样本
Subst Abuse Treat Prev Policy. 2015 Mar 8;10:9. doi: 10.1186/s13011-015-0003-8.

引用本文的文献

1
Emotional dysregulation in relation to substance use and behavioral addictions: Findings from five separate meta-analyses.与物质使用和行为成瘾相关的情绪调节障碍:五项独立荟萃分析的结果。
Int J Clin Health Psychol. 2024 Jul-Sep;24(3):100502. doi: 10.1016/j.ijchp.2024.100502. Epub 2024 Sep 11.
2
Exploring the association between online gaming addiction and academic performance among the school-going adolescents in Bangladesh: A cross-sectional study.探索孟加拉国在校青少年网络游戏成瘾与学业成绩之间的关联:一项横断面研究。
Health Sci Rep. 2024 Aug 29;7(9):e70043. doi: 10.1002/hsr2.70043. eCollection 2024 Sep.
3
Problematic Gaming during COVID-19 Pandemic: A Systematic Review, Meta-Analysis, and Meta-Regression.新冠疫情期间的问题性游戏行为:一项系统评价、荟萃分析和元回归分析
Healthcare (Basel). 2023 Dec 15;11(24):3176. doi: 10.3390/healthcare11243176.

本文引用的文献

1
Investigating Adolescents' Video Gaming and Gambling Activities, and Their Relationship With Behavioral, Emotional, and Social Difficulties: Protocol for a Multi-Informant Study.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 )
JMIR Res Protoc. 2022 Feb 25;11(2):e33376. doi: 10.2196/33376.
2
Gambling among adolescents: an emerging public health problem.青少年赌博:一个新出现的公共卫生问题。
Lancet Public Health. 2021 Mar;6(3):e143. doi: 10.1016/S2468-2667(21)00026-8.
3
Differences in associations between problematic video-gaming, video-gaming duration, and weapon-related and physically violent behaviors in adolescents.青少年中问题性电子游戏行为、游戏时间与武器相关行为和身体暴力行为之间关联的差异。
J Psychiatr Res. 2020 Feb;121:47-55. doi: 10.1016/j.jpsychires.2019.11.005. Epub 2019 Nov 14.
4
Little video-gaming in adolescents can be protective, but too much is associated with increased substance use.青少年适度玩电子游戏可能具有保护作用,但过度玩游戏则与物质使用增加有关。
Subst Use Misuse. 2019;54(3):384-395. doi: 10.1080/10826084.2018.1496455. Epub 2019 Jan 17.
5
Including gaming disorder in the ICD-11: The need to do so from a clinical and public health perspective.将游戏障碍纳入 ICD-11:从临床和公共卫生角度看这样做的必要性。
J Behav Addict. 2018 Sep 1;7(3):556-561. doi: 10.1556/2006.7.2018.59. Epub 2018 Jul 16.
6
Association between Internet Gaming Disorder or Pathological Video-Game Use and Comorbid Psychopathology: A Comprehensive Review.网络成瘾障碍或病理性电子游戏使用与共病精神病理学的关系:全面综述。
Int J Environ Res Public Health. 2018 Apr 3;15(4):668. doi: 10.3390/ijerph15040668.
7
Cross-sectional and longitudinal epidemiological studies of Internet gaming disorder: A systematic review of the literature.横断面和纵向流行病学研究网络游戏障碍:文献系统综述。
Psychiatry Clin Neurosci. 2017 Jul;71(7):425-444. doi: 10.1111/pcn.12532. Epub 2017 May 31.
8
The Blurred Future of Adolescent Gamblers: Impulsivity, Time Horizon, and Emotional Distress.青少年赌徒模糊的未来:冲动性、时间视野与情绪困扰
Front Psychol. 2017 Apr 3;8:486. doi: 10.3389/fpsyg.2017.00486. eCollection 2017.
9
Prevalence of Adolescent Problem Gambling: A Systematic Review of Recent Research.青少年问题赌博的患病率:近期研究的系统综述
J Gambl Stud. 2017 Jun;33(2):397-424. doi: 10.1007/s10899-016-9627-5.
10
The association between Internet addiction and problematic alcohol use in adolescents: the problem behavior model.青少年网络成瘾与酒精使用问题之间的关联:问题行为模型。
Cyberpsychol Behav. 2008 Oct;11(5):571-6. doi: 10.1089/cpb.2007.0199.

青少年公立学校学生中视频游戏和赌博活动的流行率和类型:意大利一项横断面研究的结果。

Prevalence and types of video gaming and gambling activities among adolescent public school students: findings from a cross-sectional study in Italy.

机构信息

Department of Clinical and Experimental Sciences, Section of Neuroscience, Observatory of Perinatal Clinical Psychology, University of Brescia, viale Europa, 11 - 25123, Brescia, Italy.

Units of Biostatistics and Biomathematics and Bioinformatics, Department of Molecular and Translational Medicine, University of Brescia, Brescia, Italy.

出版信息

Ital J Pediatr. 2022 Jun 25;48(1):108. doi: 10.1186/s13052-022-01299-2.

DOI:10.1186/s13052-022-01299-2
PMID:35752819
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9233831/
Abstract

Adolescence is characterized by emotional instability and risk-taking behaviours that can lead to, among other things, an increased risk of developing pathological video-gaming and gambling habits. The aim of this Study is to assess the prevalence and type of video gaming and gambling habits in adolescent students attending Italian upper-secondary schools. The cross-sectional study was conducted via an online survey using validated questionnaires. The primary outcome measures were the prevalence of past-year video gaming and gambling activities. The sample consisted of 502 adolescent students from first- and second-grade secondary schools. A total of 40.8% of participants were video gamers, 4.8% were gamblers, 17.8% were both video gamers and gamblers, and the remaining 36.6% were not players. Among participants who reported video gaming activity (n = 294), 68.0% were classified as nonproblem gamers, 24.5% as at-risk gamers, and 7.5% as disordered video gamers. Among the participants who reported gambling activity (n = 113), 85.8% were not problematic gamblers, 8.9% were at-risk gamblers, and 5.3% were pathological gamblers. Only 0.2% of all subjects met the criteria for both pathological gambling and pathological video game use. The findings indicate that video gaming and gambling are common leisure times among adolescent students. However, a small but significant minority of these adolescents met the criteria for either severe problem gaming or gambling or both.

摘要

青春期的特点是情绪不稳定和冒险行为,这可能导致,除其他外,增加发展病理性视频游戏和赌博习惯的风险。本研究旨在评估意大利中学高年级学生中视频游戏和赌博习惯的流行率和类型。这项横断面研究通过使用经过验证的问卷进行在线调查。主要结局指标是过去一年视频游戏和赌博活动的流行率。样本由来自一、二年级中学的 502 名青少年学生组成。共有 40.8%的参与者是视频游戏玩家,4.8%是赌徒,17.8%是视频游戏玩家和赌徒,其余 36.6%不是玩家。在报告有视频游戏活动的参与者中(n=294),68.0%被归类为非问题游戏玩家,24.5%为高危游戏玩家,7.5%为障碍性视频游戏玩家。在报告有赌博活动的参与者中(n=113),85.8%的人不是问题赌徒,8.9%的人是高危赌徒,5.3%的人是病理性赌徒。只有 0.2%的受试者同时符合病理性赌博和病理性视频游戏使用的标准。研究结果表明,视频游戏和赌博是青少年学生常见的休闲方式。然而,这些青少年中有一小部分但意义重大的人符合严重问题游戏或赌博或两者兼有的标准。