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中国青少年游戏障碍的潜在剖面分析:检验与验证。

The latent profile analysis of Chinese adolescents' gaming disorder: examination and validation.

机构信息

Department of Clinical Psychology, Tianjin Medical University General Hospital, Tianjin, China.

The National Clinical Research Center for Mental Disorders and Beijing Key Laboratory of Mental Disorders and Beijing Institute for Brain Disorders Center of Schizophrenia, Beijing Anding Hospital, Capital Medical University, Beijing, China.

出版信息

BMC Psychiatry. 2023 Nov 13;23(1):833. doi: 10.1186/s12888-023-05320-8.

DOI:10.1186/s12888-023-05320-8
PMID:37957585
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC10644538/
Abstract

BACKGROUND

Gaming disorder is a new disease, which is included in the disease unit of disorder caused by addiction in the 11th revision of the International Classification of Diseases. This study examined the symptom characteristics of gaming disorders in Chinese adolescents using the latent profile analysis.

METHODS

Totally, 5988 students (including 3285 boys and 2703 girls; aged 12-18 years) from junior high schools and senior high schools were enrolled. The Gaming Disorder Symptom Questionnaire-21 (GDSQ-21) was used to screen gaming disorder. A latent profile analysis was used for classifying the subgroups based on the extent of gaming usage. The relationship between adolescent gamers and demographic variables was analyzed by logistic regression.

RESULTS

The results of latent profile analysis supported the models of four latent profiles, which were defined as healthy gamers (Profile 1, 56.83%), impaired control gamers (Profile 2, 26.09%), impaired control-game priority gamers (Profile 3, 9.72%) and gamers with disorder (Profile 4, 7.36%), respectively. Logistic regression analysis found that, compared with girls, boys were more likely to be classified into the group dominated by the impaired gamers, the impaired control-game priority gamers, and the gamers with disorder.

CONCLUSIONS

This study highlighted that the latent profile analysis identified four different groups of adolescent gamers, showing a clearer conceptualization of heterogeneous gamers. Gender and average weekly gaming time can predict the latent profile of adolescents. Our findings may facilitate the design of individualized assessment and early intervention programs for adolescent gamer users based on different gaming usage symptoms.

摘要

背景

游戏障碍是一种新的疾病,被列入国际疾病分类第 11 次修订版成瘾障碍疾病单元。本研究采用潜在剖面分析方法,研究了中国青少年游戏障碍的症状特征。

方法

共纳入来自初中和高中的 5988 名学生(包括 3285 名男生和 2703 名女生;年龄 12-18 岁)。使用游戏障碍症状问卷-21(GDSQ-21)筛查游戏障碍。采用潜在剖面分析方法,根据游戏使用程度对亚组进行分类。采用逻辑回归分析青少年游戏者与人口统计学变量的关系。

结果

潜在剖面分析结果支持四个潜在剖面模型,分别定义为健康游戏者(第 1 组,占 56.83%)、控制受损游戏者(第 2 组,占 26.09%)、控制受损优先游戏者(第 3 组,占 9.72%)和障碍游戏者(第 4 组,占 7.36%)。逻辑回归分析发现,与女生相比,男生更有可能被归类为受损游戏者主导组、控制受损优先游戏者组和障碍游戏者组。

结论

本研究强调,潜在剖面分析确定了青少年游戏者的四个不同组别,更清晰地描述了异质游戏者。性别和平均每周游戏时间可以预测青少年的潜在剖面。我们的研究结果可能有助于根据不同的游戏使用症状,为青少年游戏者用户设计个性化的评估和早期干预计划。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9e5a/10644538/f8fca08ff80e/12888_2023_5320_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9e5a/10644538/f8fca08ff80e/12888_2023_5320_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9e5a/10644538/f8fca08ff80e/12888_2023_5320_Fig1_HTML.jpg

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