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关于2019冠状病毒病对儿童和青少年游戏成瘾影响的系统评价。

A systematic review of the impact of COVID-19 on the game addiction of children and adolescents.

作者信息

Han Tae Sun, Cho Heejun, Sung Dajung, Park Min-Hyeon

机构信息

Department of Psychiatry, Wonju College of Medicine, Yonsei University, Wonju, South Korea.

Department of Psychiatry, Eunpyeong St. Mary's Hospital, Catholic University of Korea, Seoul, South Korea.

出版信息

Front Psychiatry. 2022 Aug 18;13:976601. doi: 10.3389/fpsyt.2022.976601. eCollection 2022.

Abstract

BACKGROUND

During the COVID-19 pandemic, it is reported that children and adolescents who are socially isolated experience high levels of stress and various mental health problems. At present, little research has been done to collect previous studies that focused on game addiction in children and adolescents during the COVID-19 pandemic. In this research, we aimed to investigate the prevalence of gaming disorder during COVID-19 in children and adolescents and the various factors experienced by children and adolescents that affected gaming disorder.

METHODS

We searched PubMed, Embase, PsycINFO, and Cochrane on 5 May 2021 to identify relevant literature. We extracted the prevalence estimates of game addiction from the studies to measure the global prevalence of game addiction. Then, we found the answers to the questions raised and synthesized them into several themes.

RESULTS

We identified 2,609 articles. Among them, studies that were not related to the topic, duplicated, and that did not meet the selection criteria were excluded, and 18 studies were selected. We rated most of the studies as moderate, and a few were low, and high. A majority of studies found an increase in game usage time and game addiction score during the COVID-19 pandemic. Some children and adolescents in emotional pain play games to communicate with their peers. Regarding parenting, violent parenting and the absence of parental supervision increase levels of game addiction in children. Gaming disorder was caused by the impact of COVID-19 in a vulnerable group with predisposing factors such as depression, anxiety, and attention-deficit/hyperactivity disorder. Adolescents and males scored higher on a game addiction scale, although we could not find any quantitative correlations due to the heterogeneous scales used for gaming addiction.

CONCLUSIONS

During the COVID-19 pandemic, isolated children and adolescents reported increased gaming hours as a result of coping with their psychological pain and avoiding social isolation. Their parents, who should provide proper supervision, also failed to provide appropriate support due to the stress caused by the pandemic. Mental health providers should educate children, adolescents, and their guardians on alternative ways to relieve stress and help parents effectively control their children's usage of games.

摘要

背景

在新冠疫情期间,据报道,处于社交隔离状态的儿童和青少年承受着高度压力以及各种心理健康问题。目前,针对新冠疫情期间儿童和青少年游戏成瘾的既往研究收集工作做得很少。在本研究中,我们旨在调查新冠疫情期间儿童和青少年游戏障碍的患病率,以及影响游戏障碍的儿童和青少年所经历的各种因素。

方法

我们于2021年5月5日在PubMed、Embase、PsycINFO和Cochrane数据库中进行检索,以识别相关文献。我们从研究中提取游戏成瘾的患病率估计值,以衡量游戏成瘾的全球患病率。然后,我们找到了所提问题的答案,并将其归纳为几个主题。

结果

我们识别出2609篇文章。其中,与主题无关、重复以及不符合入选标准的研究被排除,最终选取了18项研究。我们将大多数研究评为中等质量,少数为低质量和高质量。大多数研究发现,在新冠疫情期间,游戏使用时间和游戏成瘾得分有所增加。一些处于情绪痛苦中的儿童和青少年通过玩游戏与同龄人交流。在育儿方面,暴力育儿和缺乏父母监管会增加儿童的游戏成瘾程度。游戏障碍是由新冠疫情对具有抑郁症、焦虑症和注意力缺陷多动障碍等易感因素的弱势群体的影响所导致的。青少年和男性在游戏成瘾量表上得分更高,不过由于用于衡量游戏成瘾的量表各异,我们未能找到任何定量相关性。

结论

在新冠疫情期间,处于隔离状态的儿童和青少年报告称,由于要应对心理痛苦和避免社交隔离,他们的游戏时长增加。本应提供适当监管的父母,也因疫情带来的压力而未能提供恰当支持。心理健康服务提供者应就缓解压力的替代方法对儿童、青少年及其监护人进行教育,并帮助父母有效控制孩子的游戏使用情况。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6f68/9435970/b961fbbb5c9e/fpsyt-13-976601-g0001.jpg

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