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中国与网络游戏障碍相关的游戏设备的作用:横断面研究。

Role of Gaming Devices Associated With Internet Gaming Disorder in China: Cross-sectional Study.

作者信息

Li Yifan, Tang Ying, Huang Shucai, Tan Linxiang, Huang Qiuping, Chen Xinxin, Lin Shuhong, Hao Jingyue, Liao Zhenjiang, Shen Hongxian

机构信息

Department of Psychiatry, National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, China.

Department of Psychiatry, The Fourth People's Hospital of Wuhu, Wuhu, China.

出版信息

JMIR Serious Games. 2023 Jan 16;11:e40130. doi: 10.2196/40130.

DOI:10.2196/40130
PMID:36645700
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9947841/
Abstract

BACKGROUND

Chinese gamers use computer and mobile phone games widely. Consequently, concerns regarding the development of internet gaming disorder (IGD) in adolescents have been raised. However, only a few studies have focused on the influence of gaming devices on IGD.

OBJECTIVE

This study aims to compare sociodemographic information, gaming use characteristics, personality traits, and gaming motivations between computer game users (CGUs) and mobile phone game users (MGUs), as well as identifying IGD predictors.

METHODS

This was a cross-sectional study. A total of 3593 internet game players took part in an online survey, which included sociodemographic information, gaming patterns, gaming motivations, the Chinese version of the Video Game Dependency Scale, and the Chinese Big Five Personality Inventory brief version. The population was divided into 2 groups for comparison by mobile phone or computer use, and the IGD population was also compared within the 2 groups.

RESULTS

There were significant differences between the 2 gaming device groups in the time (t=7.75, P<.001) and money (t=5.11, P<.001) spent on gaming and in internet game addiction scores (t=3.68, P<.001). Individuals using different gaming devices had different game motivations and personality traits and preferred different genres of games. Results showed that IGD predictors were different for the 2 groups, for example, strategy (odds ratio [OR] 4.452, 95% CI 1.938-10.227; P<.001) and action shooter (OR 3.725, 95% CI 1.465-9.474; P=.01) games increased the risk for MGUs.

CONCLUSIONS

Gaming devices should be considered during early identification, such as long daily gaming time, much money spent on gaming, neuroticism, and conscientiousness. In addition, more research should be conducted on new gaming devices and IGD treatment.

摘要

背景

中国玩家广泛使用电脑和手机游戏。因此,人们对青少年网络成瘾障碍(IGD)的发展表示担忧。然而,只有少数研究关注游戏设备对IGD的影响。

目的

本研究旨在比较电脑游戏用户(CGU)和手机游戏用户(MGU)之间的社会人口统计学信息、游戏使用特征、人格特质和游戏动机,并确定IGD的预测因素。

方法

这是一项横断面研究。共有3593名网络游戏玩家参与了一项在线调查,该调查包括社会人口统计学信息、游戏模式、游戏动机、中文版视频游戏依赖量表和中文版大五人格量表简版。根据使用手机或电脑情况将人群分为两组进行比较,同时也对两组中的IGD人群进行比较。

结果

两个游戏设备组在游戏时间(t = 7.75,P <.001)、游戏花费(t = 5.11,P <.001)和网络游戏成瘾得分(t = 3.68,P <.001)方面存在显著差异。使用不同游戏设备的个体有不同的游戏动机和人格特质,且偏好不同类型的游戏。结果表明,两组的IGD预测因素不同,例如,策略类游戏(优势比[OR] 4.452,95%置信区间1.938 - 10.227;P <.001)和动作射击类游戏(OR 3.725,95%置信区间1.465 - 9.474;P =.01)会增加MGU患IGD的风险。

结论

在早期识别时应考虑游戏设备,如每日游戏时间长、游戏花费多、神经质和尽责性等因素。此外,应针对新游戏设备和IGD治疗开展更多研究。

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