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新冠疫情期间学校关闭后儿童和青少年的游戏相关行为:一项横断面研究。

Game-related behaviors among children and adolescents after school closure during the COVID-19 pandemic: A cross-sectional study.

作者信息

Yamamoto Naoki, Morimoto Yoshiro, Kinoshita Hirohisa, Kumazaki Hirokazu, Honda Sumihisa, Iwanaga Ryoichiro, Imamura Akira, Ozawa Hiroki

机构信息

Department of Neuropsychiatry, Unit of Translational Medicine Nagasaki University Graduate School of Biomedical Sciences Nagasaki Japan.

Child and Adolescent Psychiatry Community Partnership Center Nagasaki University Hospital Nagasaki Japan.

出版信息

PCN Rep. 2022 Aug 29;1(3):e37. doi: 10.1002/pcn5.37. eCollection 2022 Sep.

Abstract

AIM

Increased exposure to digital gaming content among youth in recent years has raised serious health concerns. Social restrictions such as school closures, imposed worldwide because of the ongoing COVID-19 pandemic, may increase exposure to gaming and lead to addictive gaming behavior in young people. In this study, we investigated gaming behaviors among Japanese students during COVID-19 school closures.

METHODS

Students completed questionnaires regarding their living conditions, game-related behaviors, diagnosis of Internet addiction, psychological difficulties, and the impact of the COVID-19 pandemic. We compared differences between the responses of potentially at risk for gaming disorder (potentially at risk for gaming disorder; defined in this paper with reference to the ICD-11 MMS criteria for gaming disorder [PGD]) students who met the criteria for a diagnosis of gaming disorder in ICD-11 MMS and those of control students. Logistic regression analysis was performed to predict the extent of factors contributing to potential gaming disorder.

RESULTS

Four thousand and forty-eight participants completed the survey. Compared with control students (93%), potentially at risk for gaming disorder (defined in this paper with reference to the ICD-11 MMS criteria for gaming disorder, PGD) students (7%) reported playing games for longer times, spending more money on in-game purchases, were of younger age at the start of game playing, showed a tendency toward Internet dependence, practised school avoidance or absenteeism, and demonstrated the need for psychological support. Moreover, participants in the PGD group reported more anxiety about COVID-19 than control participants, as well as an increase in game-playing time and amount of money spent on games during the COVID-19 pandemic.

CONCLUSION

These results indicate that young people classified as having a gaming disorder not only exhibit characteristic game-related behaviors but may be psychologically and socially vulnerable and need special support, especially during the ongoing COVID-19 pandemic.

摘要

目的

近年来青少年接触数字游戏内容的机会增加,引发了严重的健康问题。由于持续的新冠疫情而在全球范围内实施的诸如学校关闭等社会限制措施,可能会增加青少年接触游戏的机会,并导致其成瘾性游戏行为。在本研究中,我们调查了新冠疫情学校关闭期间日本学生的游戏行为。

方法

学生们完成了关于他们的生活状况、与游戏相关的行为、网络成瘾诊断、心理困扰以及新冠疫情影响的问卷调查。我们比较了符合国际疾病分类第11版(ICD-11)游戏障碍诊断标准的潜在游戏障碍风险学生(本文参照ICD-11游戏障碍多轴诊断标准[PGD]定义)与对照学生的回答差异。进行逻辑回归分析以预测导致潜在游戏障碍的因素程度。

结果

4048名参与者完成了调查。与对照学生(93%)相比,潜在游戏障碍风险学生(本文参照ICD-11游戏障碍多轴诊断标准[PGD]定义,7%)报告游戏时间更长、在游戏内购买上花费更多金钱、开始玩游戏时年龄更小、表现出网络依赖倾向、有逃学或旷课行为,并且需要心理支持。此外,PGD组的参与者报告对新冠疫情的焦虑比对照参与者更多,以及在新冠疫情期间游戏时间增加且在游戏上花费的金钱增多。

结论

这些结果表明,被归类为患有游戏障碍的年轻人不仅表现出与游戏相关的特征行为,而且在心理和社会方面可能较为脆弱,需要特殊支持,尤其是在持续的新冠疫情期间。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/356d/11114390/02ab85eabeca/PCN5-1-e37-g004.jpg

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