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在新冠疫情期间,焦虑和孤独感加剧影响了游戏和赌博行为。

Worsened Anxiety and Loneliness Influenced Gaming and Gambling during the COVID-19 Pandemic.

作者信息

Mohamed Mohamed S, Rukh Gull, Schiöth Helgi B, Vadlin Sofia, Olofsdotter Susanne, Åslund Cecilia, Nilsson Kent W

机构信息

Center for Clinical Research, Västmanland County Hospital Västerås, Uppsala University, 721 89 Västerås, Sweden.

Functional Pharmacology Unit, Department of Surgical Sciences, Uppsala University, 751 24 Uppsala, Sweden.

出版信息

J Clin Med. 2022 Dec 29;12(1):249. doi: 10.3390/jcm12010249.

Abstract

Aim: To study the prevalence and patterns of problematic gaming and gambling during the COVID-19 pandemic and the association with psychiatric traits and major types of anxiety categories. Method: 1067 young adults participated in both wave 3 (2018) and wave 4 (2021) of the SALVe Cohort. Associations with psychiatric symptoms and anxiety were examined using logistic regression and Chi-square tests. Results: Problematic gaming decreased by 1.3 percentage points to 23.2% since the start of the pandemic, while problematic gambling increased by 0.9 percentage points to 6.5% in w4. Average time spent playing video games/day decreased from 2.2 h (w3) to 1.7 h (w4), while increases in gaming activity were associated with worsened feelings of loneliness (p = 0.002), depression (p < 0.001), and anxiety (p < 0.01) during the pandemic. Predictors for problematic gaming at w4 were previous problematic gaming and social anxiety (p = < 0.001 and 0.01, respectively). Moreover, previous problem gambling also predicted problem gambling at w4 p < 0.001. All anxiety categories were associated with both problematic gaming and gambling when adjusted for age and sex. However, after adjusting for depression and insomnia, social anxiety was associated with problematic gaming (p < 0.001), while panic was associated with problem gambling (p < 0.001). Conclusion: Overall, problematic gaming has decreased since the start of the pandemic, while problem gambling has increased. Worsened feelings of loneliness, depression, and anxiety during the pandemic are associated with increased gaming. Moreover, the association between problematic gaming and gambling and anxiety is independent of depression and sleep problems.

摘要

目的

研究新冠疫情期间问题游戏和赌博的流行情况及模式,以及与精神特质和主要焦虑类型的关联。方法:1067名年轻人参与了SALVe队列的第3波(2018年)和第4波(2021年)研究。使用逻辑回归和卡方检验来研究与精神症状和焦虑的关联。结果:自疫情开始以来,问题游戏减少了1.3个百分点,降至23.2%,而问题赌博增加了0.9个百分点,在第4波中达到6.5%。每天玩电子游戏的平均时间从2.2小时(第3波)降至1.7小时(第4波),而在疫情期间,游戏活动增加与孤独感加重(p = 0.002)、抑郁(p < 0.001)和焦虑(p < 0.01)有关。第4波中问题游戏的预测因素是既往问题游戏和社交焦虑(分别为p = < 0.001和0.01)。此外,既往问题赌博也可预测第4波中的问题赌博(p < 0.001)。在调整年龄和性别后,所有焦虑类型均与问题游戏和赌博有关。然而,在调整抑郁和失眠后,社交焦虑与问题游戏有关(p < 0.001),而惊恐与问题赌博有关(p < 0.001)。结论:总体而言,自疫情开始以来,问题游戏有所减少,而问题赌博有所增加。疫情期间孤独感、抑郁和焦虑感加重与游戏增加有关。此外,问题游戏和赌博与焦虑之间的关联独立于抑郁和睡眠问题。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f288/9820879/bd236b27334c/jcm-12-00249-g001.jpg

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