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Gaming Disorder Symptom Questionnaire: The Development and Validation of a Screening Tool for ICD-11 Gaming Disorder in Adolescents.游戏障碍症状问卷:一种针对青少年国际疾病分类第11版游戏障碍的筛查工具的开发与验证
Front Psychiatry. 2022 Mar 24;13:848157. doi: 10.3389/fpsyt.2022.848157. eCollection 2022.
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Prevalence of gaming disorder: A meta-analysis.游戏障碍患病率的 Meta 分析。
Addict Behav. 2022 Mar;126:107183. doi: 10.1016/j.addbeh.2021.107183. Epub 2021 Nov 19.
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Psychiatry Res. 2021 Feb;296:113678. doi: 10.1016/j.psychres.2020.113678. Epub 2020 Dec 24.
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Global prevalence of gaming disorder: A systematic review and meta-analysis.全球游戏障碍患病率的系统评价和荟萃分析。
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中国青少年游戏障碍的流行情况及可能的危险因素。

The prevalence and possible risk factors of gaming disorder among adolescents in China.

机构信息

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

The Clinical Medical of Xinjiang Medical University, Urumqi, China.

出版信息

BMC Psychiatry. 2024 May 21;24(1):381. doi: 10.1186/s12888-024-05826-9.

DOI:10.1186/s12888-024-05826-9
PMID:38773555
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11110186/
Abstract

BACKGROUND

Nowadays, moderate gaming behaviors can be a pleasant and relaxing experiences among adolescents. However, excessive gaming behavior may lead to gaming disorder (GD) that disruption of normal daily life. Understanding the possible risk factors of this emerging problem would help to suggest effective at preventing and intervening. This study aimed to investigate the prevalence of GD and analyze its possible risk factors that adolescents with GD.

METHODS

Data were collected between October 2020 and January 2021. In total, a sample of 7901 students (4080 (52%) boys, 3742 (48%) girls; aged 12-18 years) completed questionnaires regarding the Gaming-Related Behaviors Survey, Gaming Disorder Symptom Questionnaire-21 (GDSQ-21); Behavioral Inhibition System and Behavioral Activation System Scale (BIS/BAS Scale); Emotion Regulation Questionnaire (ERQ); Short-form Egna Minnenav Barndoms Uppfostran for Chinese (s-EMBU-C); and Adolescent Self-Rating Life Events Checklist (ASLEC).

RESULTS

The prevalence of GD was 2.27% in this adolescent sample. The GD gamers were a little bit older (i.e., a higher proportion of senior grades), more boys, with more gaming hours per week in the last 12 months, with more reward responsiveness, maternal rejecting and occurrence of negative life events (e.g., interpersonal relationships, being punished and bereavement factors).

CONCLUSION

These possible risk factors may influence the onset of GD. Future research in clinical, public health, education and other fields should focus on these aspects for provide target prevention and early intervention strategies.

摘要

背景

如今,适度的游戏行为在青少年中可能是一种愉快和放松的体验。然而,过度的游戏行为可能导致游戏障碍(GD),扰乱正常的日常生活。了解这一新兴问题的可能风险因素将有助于提出有效的预防和干预措施。本研究旨在调查 GD 的患病率,并分析其可能的风险因素,即患有 GD 的青少年。

方法

数据收集于 2020 年 10 月至 2021 年 1 月之间。共有 7901 名学生(4080 名男生[52%],3742 名女生[48%];年龄 12-18 岁)完成了关于游戏相关行为调查、游戏障碍症状问卷-21(GDSQ-21)、行为抑制系统和行为激活系统量表(BIS/BAS 量表)、情绪调节问卷(ERQ)、简式艾森克人格问卷儿童版(s-EMBU-C)和青少年生活事件自评量表(ASLEC)的问卷。

结果

在这个青少年样本中,GD 的患病率为 2.27%。GD 游戏者年龄稍大(即,更高比例的高年级),更多的是男生,过去 12 个月中每周游戏时间更长,奖赏反应性更高,母亲拒绝和发生负面生活事件(如人际关系、被惩罚和丧失因素)的比例更高。

结论

这些可能的风险因素可能会影响 GD 的发病。未来的临床、公共卫生、教育和其他领域的研究应关注这些方面,为提供有针对性的预防和早期干预策略提供依据。