视频游戏和网络成瘾障碍:青少年特征。
Video Game Playing and Internet Gaming Disorder: A Profile of Young Adolescents.
机构信息
Department of Personality, Assessment and Clinical Psychology, Complutense University of Madrid, 28223 Madrid, Spain.
Department of Psychobiology & Behavioral Sciences Methods, Complutense University of Madrid, 28223 Madrid, Spain.
出版信息
Int J Environ Res Public Health. 2023 Dec 8;20(24):7155. doi: 10.3390/ijerph20247155.
In recent times, growing concern has arisen regarding the utilization of technology, video games, and the emergence of internet gaming disorder (IGD), particularly among young adolescents. This worry arises from the ambiguity in distinguishing between "normal" and "problematic" video game behavior, despite efforts to establish clear criteria for defining both. The goal of this study is to outline distinct profiles of adolescent video game players and identify variables associated with their gaming practices that correlate with problematic gaming. The study utilizes a substantial sample of adolescents drawn from a representative cross-section of educational institutions in the city of Madrid, ranging in age from 12 to 16 years. In total, 1516 participants (75%) acknowledged engaging in video game activities. The research delves into characterizing prevailing profiles of video game participants within this cohort and scrutinizes the profile that aligns with issues of IGD. In summary, approximately three-quarters of young adolescents participate in video gaming, with males constituting the majority. Typically, participants immerse themselves in action genre games for over three days per week, with males exhibiting a higher frequency than their female counterparts. Elevated gaming frequency correlates with heightened IGD scores, particularly among females. Young adolescents show a preference for game consoles (males) and mobile phones (females) and often play alone at home. Specific factors such as the device used, online mode, company, and gaming location impact the IGD scores. These profiles aim to assist families and educators in recognizing potential risk behaviors and IGD concerns; however, it is crucial to emphasize the necessity for case-specific screening and evaluation before deliberating on such behaviors.
近年来,人们越来越关注技术、视频游戏和互联网游戏障碍(IGD)的出现,尤其是在青少年中。这种担忧源于区分“正常”和“有问题”的视频游戏行为的模糊性,尽管人们努力为两者建立明确的定义标准。本研究旨在概述青少年视频游戏玩家的不同特征,并确定与他们的游戏行为相关的变量,这些变量与有问题的游戏行为相关。该研究利用了来自马德里市代表性教育机构的大量青少年样本,年龄在 12 至 16 岁之间。共有 1516 名参与者(75%)承认参与视频游戏活动。该研究深入探讨了该队列中视频游戏参与者的普遍特征,并研究了与 IGD 问题一致的特征。总之,大约四分之三的青少年参与视频游戏,其中男性居多。通常,参与者每周沉浸在动作类游戏中超过三天,男性的频率高于女性。较高的游戏频率与较高的 IGD 分数相关,尤其是女性。青少年更喜欢游戏机(男性)和手机(女性),并且经常独自在家玩游戏。所使用的设备、在线模式、公司和游戏地点等特定因素会影响 IGD 分数。这些特征旨在帮助家庭和教育工作者识别潜在的风险行为和 IGD 问题;然而,在考虑这些行为之前,必须强调进行具体情况筛查和评估的必要性。
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