1National Clinical Research Center for Mental Disorders, and Department of Psychiatry, the Second Xiangya Hospital of Central South University, Changsha, Hunan, China.
2Institute of Mental Health of Central South University, Chinese National Technology Institute on Mental Disorders, Hunan Key Laboratory of Psychiatry and Mental Health, Hunan Medical Center for Mental Health, Changsha, Hunan, China.
J Behav Addict. 2022 Aug 5;11(3):727-738. doi: 10.1556/2006.2022.00050. Print 2022 Sep 26.
Asian countries are deemed to be high prevalence areas for gaming disorder (GD). This meta-analysis is the first to synthesize the overall prevalence of GD in East Asia and investigate characteristics that influence prevalence estimates.
Systematic and independent searches were conducted across PubMed, Web of Science, Embase, PsycINFO, and the Cochrane Library since their inception to January 27, 2021. The Agency for Healthcare Research and Quality scale was used for quality assessment. A random effect model was used to calculate the overall GD prevalence and 95% confidence intervals (CIs).
In total, 22 articles (26 studies) comprising 51,525 participants were included in this meta-analysis. The overall pooled prevalence of GD in East Asia was 12%, 95% CI (10%-15%); this figure was adjusted to 6%, 95% CI (3%-9%) for a representative sample. Higher prevalence was observed in males than in females (16% vs. 8%, respectively, P < 0.05). Subgroup and meta-regression analyses revealed that studies among gamers or those without random sampling reported significantly higher prevalence rates. There were no significant differences between countries/regions, sample size, quality score, proportion of males, and scale used.
The prevalence of GD in East Asia is higher than that in other world regions. Future studies should extend such epidemiological research to other regions to calculate the accurate prevalence of GD to benefit the local identification, prevention, policy formulation, and treatment efforts. Considering its negative effects, effective preventive and treatment measures for GD in East Asia need greater attention.
亚洲国家被认为是游戏障碍(GD)高发地区。这项荟萃分析首次综合了东亚地区 GD 的总体流行率,并探讨了影响流行率估计的特征。
从建库至 2021 年 1 月 27 日,我们在 PubMed、Web of Science、Embase、PsycINFO 和 Cochrane Library 中进行了系统和独立的检索。使用美国医疗保健研究与质量局量表进行质量评估。采用随机效应模型计算 GD 的总体流行率和 95%置信区间(CI)。
共纳入 22 篇文章(26 项研究),包含 51525 名参与者。东亚地区 GD 的总体流行率为 12%,95%CI(10%-15%);代表性样本中调整后的流行率为 6%,95%CI(3%-9%)。男性的流行率高于女性(分别为 16%和 8%,P < 0.05)。亚组和荟萃回归分析显示,在游戏玩家或非随机抽样的研究中,报告的流行率显著较高。不同国家/地区、样本量、质量评分、男性比例和使用的量表之间无显著差异。
东亚地区 GD 的流行率高于其他世界地区。未来的研究应将此类流行病学研究扩展到其他地区,以计算 GD 的准确流行率,从而有利于当地的识别、预防、政策制定和治疗工作。考虑到其负面影响,东亚地区需要更加关注 GD 的有效预防和治疗措施。