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青少年和年轻成人中互联网游戏障碍的流行率及可能的危险因素:系统综述和荟萃分析。

The prevalence and possible risk factors of internet gaming disorder among adolescents and young adults: Systematic reviews and meta-analyses.

机构信息

College of Educational Science, Shenyang Normal University, Shenyang, China.

College of Educational Science, Shenyang Normal University, Shenyang, China.

出版信息

J Psychiatr Res. 2022 Oct;154:35-43. doi: 10.1016/j.jpsychires.2022.06.049. Epub 2022 Jul 19.

DOI:10.1016/j.jpsychires.2022.06.049
PMID:35926424
Abstract

BACKGROUND

As a spreading addictive behaviour in recent years, internet gaming disorder (IGD) has been studied a lot and the overall research results indicate that IGD has a high prevalence among adolescents and young adults (AYAs). To update the status quo of prevalence, it is necessary to conduct comprehensive analyses.

METHODS

On the premise of following the PRISMA statement, the study conducted two systematic reviews and meta-analyses to assess the global prevalence of IGD among AYAs and identify its possible risk factors. To achieve the goals, PubMed and CNKI databases were used to select the concerned studies published up to May 31, 2021. Heterogeneity was assessed using a funnel plot, Begg's test, Egger's test, and trim-and-fil method, followed by sensitivity analysis, subgroup analysis, and meta-regression analysis.

RESULTS

For the meta-analysis of prevalence, 407,620 participants from 155 reports in 33 countries were included. The pooled prevalence of IGD among AYAs was 9.9% (95% CI: 8.6%-11.3%, P = 0.000, I = 94.4%), including 8.8% (95% CI: 7.5%-10.0%) among adolescents and 10.4% (95% CI: 8.8%-11.9%) among young adults. The following 12 factors are the possible risk factors of IGD among AYAs, which are stress, long average game time, family dysfunction, poor academic performance, being bullied, bullying, interpersonal problems, hyperactivity/inattention, anxiety, depression, emotional distress and low self-esteem.

CONCLUSIONS

This study confirms the prevalence and possible risk factors for IGD among AYAs. It's valuable in understanding the threat of IGD and finding intervention strategies for IGD among AYAs.

摘要

背景

作为近年来流行的一种成瘾行为,网络游戏障碍(IGD)受到了广泛研究,总体研究结果表明,IGD 在青少年和年轻人(AYAs)中发病率较高。为了更新发病率现状,有必要进行综合分析。

方法

在遵循 PRISMA 声明的前提下,本研究进行了两项系统评价和荟萃分析,以评估 AYAs 中 IGD 的全球流行率,并确定其可能的危险因素。为了实现目标,使用 PubMed 和中国知网(CNKI)数据库选择截至 2021 年 5 月 31 日发表的相关研究。使用漏斗图、贝叶斯检验、Egger 检验和修剪填充法评估异质性,然后进行敏感性分析、亚组分析和荟萃回归分析。

结果

对于流行率的荟萃分析,纳入了来自 33 个国家的 155 份报告中的 407620 名参与者。AYAs 中 IGD 的总患病率为 9.9%(95%CI:8.6%-11.3%,P=0.000,I=94.4%),其中青少年为 8.8%(95%CI:7.5%-10.0%),年轻人为 10.4%(95%CI:8.8%-11.9%)。以下 12 个因素可能是 AYAs 中 IGD 的危险因素,包括压力、平均游戏时间长、家庭功能障碍、学业成绩不佳、被欺负、欺负他人、人际关系问题、多动/注意力不集中、焦虑、抑郁、情绪困扰和自尊心低。

结论

本研究证实了 AYAs 中 IGD 的流行率和可能的危险因素。这对于了解 IGD 的威胁以及为 AYAs 寻找 IGD 干预策略具有重要价值。

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