青少年网络游戏障碍的流行率、预测因素和影响:一项基于人群的纵向研究。
Prevalence, predictive factors, and impacts of internet gaming disorder among adolescents: A population-based longitudinal study.
机构信息
Mental Health Center, West China Hospital of Sichuan University, Chengdu, China; Sichuan Clinical Medical Research Center for Mental Disorders, Chengdu, China.
Mental Health Center, West China Hospital of Sichuan University, Chengdu, China; Sichuan Clinical Medical Research Center for Mental Disorders, Chengdu, China.
出版信息
J Affect Disord. 2024 Oct 1;362:356-362. doi: 10.1016/j.jad.2024.06.020. Epub 2024 Jun 4.
BACKGROUND
Internet gaming disorder (IGD) becomes a growing concern during the digital era, especially with the pandemic's social distancing measures. It is essential to comprehend the psychosocial predictors and impacts of IGD.
METHODS
A two-wave annual panel study was conducted in Zigong, China, utilizing regional sampling through school-based surveys involving upper primary school to high school students. Data were collected in October 2020 (T1, N = 94,020) and October 2021 (T2, N = 60,551). Self-report data were collected on demographic information, internet gaming behavior, and other mental health factors. Cross-lagged panel models (CLPM) were employed to estimate the bidirectional relationships between the variables.
RESULTS
At T1, 65,643 (72.6 %) participants identified as gamers; at T2, this number decreased to 42,213 (69.7 %). T1 IGD symptoms demonstrated predictability for all T2 psychological variables. Within the framework of the CLPM examining the interplay between IGD symptoms, anxiety symptoms, and hyperactivity/inattention, we uncovered significant reciprocal cross-lagged effects between these variables over time. The relationship between T1 IGD symptoms and T2 anxiety symptoms had age-specific differences, with 13-15-year-old boys displaying the highest coefficient, which decreased for the 16-18 age group.
LIMITATIONS
Our study is subject to potential recall bias associated with self-reported retrospective data. Additionally, our analysis assumes temporal ordering between variables, an assumption that may not always hold in complex systems.
CONCLUSIONS
There are reciprocal relationships between IGD symptoms, anxiety symptoms, and hyperactivity/inattention in adolescents, underscoring the imperative need for comprehensive strategies aimed at addressing the impact of IGD on mental health and overall well-being.
背景
在数字时代,网络游戏障碍(IGD)成为一个日益引人关注的问题,尤其是在大流行期间的社交距离措施的影响下。理解 IGD 的心理社会预测因素和影响至关重要。
方法
在中国自贡进行了一项两波年度面板研究,利用区域性抽样,通过基于学校的调查,涉及小学高年级到高中的学生。数据于 2020 年 10 月(T1,N=94020)和 2021 年 10 月(T2,N=60551)收集。收集了人口统计学信息、网络游戏行为和其他心理健康因素的自我报告数据。使用交叉滞后面板模型(CLPM)估计变量之间的双向关系。
结果
在 T1 时,65643(72.6%)名参与者被认定为游戏玩家;在 T2 时,这一数字降至 42213(69.7%)。T1 IGD 症状可预测所有 T2 心理变量。在 CLPM 框架内检查 IGD 症状、焦虑症状和多动/注意力不集中之间的相互作用,我们发现这些变量之间存在随着时间推移的显著互逆交叉滞后效应。T1 IGD 症状与 T2 焦虑症状之间的关系存在年龄特异性差异,13-15 岁男孩的系数最高,而 16-18 岁年龄组的系数则降低。
局限性
我们的研究受到与自我报告回顾性数据相关的潜在回忆偏差的限制。此外,我们的分析假设变量之间存在时间顺序,而在复杂系统中,这种假设并不总是成立的。
结论
在青少年中,IGD 症状、焦虑症状和多动/注意力不集中之间存在相互关系,这突显了全面策略的必要性,旨在解决 IGD 对心理健康和整体幸福感的影响。