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网络成瘾障碍与年轻一代的自杀行为有关吗?基于大规模立意抽样调查的多重逻辑回归分析。

Is internet gaming disorder associated with suicidal behaviors among the younger generation? Multiple logistic regressions on a large-scale purposive sampling survey.

作者信息

Junus Alvin, Hsu Yu-Cheng, Wong Clifford, Yip Paul S F

机构信息

Department of Social Work and Social Administration, University of Hong Kong, Hong Kong.

Hong Kong Jockey Club Centre for Suicide Research and Prevention, University of Hong Kong, Hong Kong.

出版信息

J Psychiatr Res. 2023 May;161:2-9. doi: 10.1016/j.jpsychires.2023.02.038. Epub 2023 Mar 1.

DOI:10.1016/j.jpsychires.2023.02.038
PMID:36889223
Abstract

The ubiquity of Internet gaming as part of the younger generation's (11-35 year-olds) lifestyle to-day warrants a deeper understanding of its impact on their mental health. In particular, there has been scant research investigating the link between Internet Gaming Disorder (IGD) and suicidal behaviors in this demographic group, even though several mental health symptoms of the former are known risk factors for the latter. This paper aims to establish the presence or absence of association between IGD and each of suicidal ideation, self-harm, and suicide attempt among the younger generation. A large-scale online survey on Internet gamers in Hong Kong was conducted in February 2019. 3430 respondents were recruited through purposive sampling. Study samples were stratified into distinct age groups and multiple logistic regression was conducted for each measured suicidal behavior in each age group. After controlling for sociodemographics, Internet usage, self-reported bullying perpetration and bullying victimization, social withdrawal, and self-reported psychiatric diagnoses such as depression and psychosis, analyses revealed that adolescent (11-17 year-old) gamers with IGD were more likely than their peers who had no IGD to have had suicidal ideation, self-harm, and suicide attempt in their lifetime. These associations did not hold for 18-35 year-old gamers. Findings suggest that it may be prudent to recognize IGD as a growing public mental health priority for the young populace, particularly adolescents. Existing suicide prevention efforts can be complemented through screening adolescents for IGD, and could be expanded to online gaming platforms to reach more hidden at-risk individuals.

摘要

网络游戏如今已成为年轻一代(11至35岁)生活方式的一部分,无处不在,这就需要我们更深入地了解其对他们心理健康的影响。特别是,尽管已知网络游戏障碍(IGD)的几种心理健康症状是自杀行为的危险因素,但针对这一年龄段人群中IGD与自杀行为之间联系的研究却很少。本文旨在确定年轻一代中IGD与自杀意念、自我伤害和自杀未遂之间是否存在关联。2019年2月,我们在香港对网络游戏玩家进行了一项大规模在线调查。通过目的抽样招募了3430名受访者。研究样本被分层为不同的年龄组,并对每个年龄组中测量的每种自杀行为进行了多元逻辑回归分析。在控制了社会人口统计学、互联网使用情况、自我报告的欺凌行为和受欺凌情况、社交退缩以及自我报告的精神疾病诊断(如抑郁症和精神病)后,分析显示,患有IGD的青少年(11至17岁)游戏玩家比没有IGD的同龄人在一生中更有可能出现自杀意念、自我伤害和自杀未遂。这些关联在18至35岁的游戏玩家中并不成立。研究结果表明,将IGD视为年轻人群体,尤其是青少年日益重要的公共心理健康问题可能是明智的。现有的自杀预防措施可以通过对青少年进行IGD筛查来加以补充,并且可以扩展到网络游戏平台,以接触更多隐藏的高危个体。

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