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对有网络游戏障碍的患者进行游戏内消费和暴力游戏行为的综合分析。

Comprehensive analysis including in-game spending and violent game playing in patients with internet gaming disorder.

机构信息

Department of Psychiatry, Kobe University Graduate School of Medicine, Kobe, Japan.

出版信息

Neuropsychopharmacol Rep. 2024 Sep;44(3):631-638. doi: 10.1002/npr2.12470. Epub 2024 Jul 28.

Abstract

AIM

Internet gaming disorder (IGD) is receiving increasing attention. In particular, violent gameplay or in-game spending affects the psychiatric conditions and economic difficulties of patients. We conducted regression analysis and path analysis to investigate the associations between a comprehensive list of factors in patients with IGD, including the degree of internet or gaming dependence, developmental problems, family background, severity of depression, sleeping habits, in-game spending, and first-person shooter (FPS) and third-person shooter (TPS) game playing.

METHODS

The participants were 47 Japanese individuals (39 males and 8 females) aged ≤20 years diagnosed with IGD with complete data from the internet addiction test, autism spectrum quotient, Quick Inventory of Depressive Symptomatology, and Pittsburgh Sleep Quality Index. All participants were asked whether their parents have divorce history, whether they have siblings, whether they play FPS or TPS games, and whether they engage in in-game spending. Firstly, we compared these factors between males and females; secondly, we conducted regression analysis and path analysis in male patients.

RESULTS

As for simple comparison between sex, female patients showed greater severity of IGD and depressive score. In regression analysis of male patients, significant associations were found between FPS or TPS game playing and in-game spending. We also created path diagrams.

CONCLUSION

The results of the comprehensive analyses suggest the possibility that bidirectional synergistic effects could be achieved by gradually reducing both violent game playing and in-game spending. The concept of internet dependence has a wide range of meanings, and for each subtype, it is important to consider the background that led to the dependence to make individualized environmental adjustments and provide psychotherapy.

摘要

目的

网络成瘾障碍(IGD)正受到越来越多的关注。特别是暴力游戏玩法或游戏内消费会影响患者的精神状况和经济困难。我们进行了回归分析和路径分析,以调查 IGD 患者的一系列因素(包括网络或游戏依赖程度、发育问题、家庭背景、抑郁严重程度、睡眠习惯、游戏内消费以及第一人称射击游戏和第三人称射击游戏的游戏玩法)之间的关联。

方法

参与者为 47 名≤20 岁的日本个体(39 名男性和 8 名女性),他们均患有 IGD,且互联网成瘾测试、孤独症谱系商数、抑郁症状快速清单和匹兹堡睡眠质量指数的完整数据齐全。所有参与者均被问及父母是否有离婚史、是否有兄弟姐妹、是否玩第一人称射击游戏或第三人称射击游戏以及是否有游戏内消费。首先,我们比较了男女之间的这些因素;其次,我们对男性患者进行了回归分析和路径分析。

结果

在性别之间的简单比较中,女性患者的 IGD 严重程度和抑郁评分更高。在男性患者的回归分析中,发现玩第一人称射击游戏或第三人称射击游戏与游戏内消费之间存在显著关联。我们还创建了路径图。

结论

综合分析的结果表明,通过逐渐减少暴力游戏玩法和游戏内消费,可能会产生双向协同效应。互联网依赖的概念有广泛的含义,对于每种亚型,重要的是要考虑导致依赖的背景,以便进行个性化的环境调整并提供心理治疗。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4b4/11544446/d4755568308b/NPR2-44-631-g001.jpg

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