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BMJ Open. 2022 Jun 1;12(6):e060309. doi: 10.1136/bmjopen-2021-060309.
2
Childhood psychological maltreatment and internet gaming addiction in Chinese adolescents: Mediation roles of maladaptive emotion regulation strategies and psychosocial problems.儿童期心理虐待与中国青少年网络成瘾:适应不良情绪调节策略和心理社会问题的中介作用。
Child Abuse Negl. 2022 Jul;129:105669. doi: 10.1016/j.chiabu.2022.105669. Epub 2022 May 19.
3
Relation between internet gaming addiction and comorbid psychiatric disorders and emotion avoidance among adolescents: A cross-sectional study.青少年网络成瘾与共病精神障碍和情绪回避的关系:一项横断面研究。
Psychiatry Res. 2022 Jun;312:114584. doi: 10.1016/j.psychres.2022.114584. Epub 2022 Apr 30.
4
Problem gambling and anxiety disorders in the general swedish population - a case control study.普通瑞典人群中的赌博问题和焦虑障碍:一项病例对照研究。
J Gambl Stud. 2022 Dec;38(4):1257-1268. doi: 10.1007/s10899-022-10117-7. Epub 2022 Apr 5.
5
Risk for youth anxiety during the COVID-19 pandemic: The interactive impact of financial stress and prepandemic electrocortical reactivity to negative self-referential stimuli.新冠疫情期间青少年焦虑的风险:经济压力与疫情前对负性自我参照刺激的电皮质反应的交互作用。
Dev Psychobiol. 2022 Apr;64(3):e22250. doi: 10.1002/dev.22250.
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Depression and Social Anxiety Predict Internet Use Disorder Symptoms in Children and Adolescents at 12-Month Follow-Up: Results From a Longitudinal Study.抑郁和社交焦虑预测儿童及青少年12个月随访时的网络使用障碍症状:一项纵向研究的结果
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Gaming Activity and Possible Changes in Gaming Behavior Among Young People During the COVID-19 Pandemic: Cross-sectional Online Survey Study.新冠疫情期间年轻人的游戏活动及游戏行为可能发生的变化:横断面在线调查研究
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Addictive Internet Gaming Usage among Korean Adolescents before and after the Outbreak of the COVID-19 Pandemic: A Comparison of the Latent Profiles in 2018 and 2020.新冠疫情爆发前后韩国青少年成瘾性网络游戏使用情况:2018年与2020年潜在概况比较
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焦虑与游戏障碍的方向性:对澳大利亚青年人群纵向数据的探索性分析。

The directionality of anxiety and gaming disorder: An exploratory analysis of longitudinal data from an Australian youth population.

作者信息

Kim Seungyeon, Champion Katrina E, Gardner Lauren A, Teesson Maree, Newton Nicola C, Gainsbury Sally M

机构信息

Brain and Mind Centre, School of Psychology, The University of Sydney, Sydney, NSW, Australia.

The Matilda Centre for Research in Mental Health and Substance Use, The University of Sydney, Sydney, NSW, Australia.

出版信息

Front Psychiatry. 2022 Nov 4;13:1043490. doi: 10.3389/fpsyt.2022.1043490. eCollection 2022.

DOI:10.3389/fpsyt.2022.1043490
PMID:36405898
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9672463/
Abstract

Gaming activities among adolescents have increased during the COVID-19 pandemic, bringing with it a growing concern for the potential harms of excessive gaming and its risk factors. Anxiety is frequently linked with gaming disorder, but studies investigating this association were mostly cross-sectional in design. Longitudinal studies that explore risk factors associated with gaming disorder are sparse and the trajectories of gaming disorder remain unclear. To address this paucity, the present study analyzed a large longitudinal dataset with a 12-month follow-up of 4,968 Australian adolescents (ages 13-14) during the pandemic. Logistic regression and multiple regression analyses were conducted to investigate the temporal relationships between anxiety, gaming frequency, the amount of money spent within video games, and gaming disorder. Prevalence rates for gaming disorder in adolescents aged 13 and 14 were 15 and 16%, respectively. The regression models indicated a bidirectional relationship between anxiety and gaming disorder symptoms, where higher levels of anxiety were associated with higher levels of gaming disorder 12 months later and vice versa. The study also found that the interaction between anxiety and higher gaming frequency could predict gaming disorder symptoms. Overall, the findings suggest that young adolescents may be more vulnerable to developing gaming disorder and highlight the importance of addressing the interactions between risk factors and gaming disorder in treatment approaches.

摘要

在新冠疫情期间,青少年的游戏活动有所增加,这引发了人们对过度游戏的潜在危害及其风险因素的日益关注。焦虑常常与游戏障碍相关联,但调查这种关联的研究大多采用横断面设计。探索与游戏障碍相关风险因素的纵向研究很少,且游戏障碍的发展轨迹仍不明确。为了解决这一不足,本研究分析了一个大型纵向数据集,该数据集对疫情期间4968名澳大利亚青少年(13 - 14岁)进行了为期12个月的随访。进行了逻辑回归和多元回归分析,以研究焦虑、游戏频率、在电子游戏中花费的金额与游戏障碍之间的时间关系。13岁和14岁青少年的游戏障碍患病率分别为15%和16%。回归模型表明焦虑与游戏障碍症状之间存在双向关系,即较高水平的焦虑与12个月后较高水平的游戏障碍相关,反之亦然。研究还发现,焦虑与较高的游戏频率之间的相互作用可以预测游戏障碍症状。总体而言,研究结果表明青少年可能更容易患上游戏障碍,并强调了在治疗方法中解决风险因素与游戏障碍之间相互作用的重要性。