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印度贝拉加维牙科学生的网络游戏障碍患病率及其对日常活动的影响:一项横断面研究

Prevalence of Internet Gaming Disorder and Its Impact on Routine Activities Among Dental Students in Belagavi, India: A Cross-Sectional Study.

作者信息

Chavan Prajakta, Ankola Anil, Sankeshwari Roopali, Pai Khot Atrey, Varghese Anu Sara, Santhosh Varkey Nadakkavukaran, Bhatt Deepika

机构信息

Public Health Dentistry, KLE Vishwanath Katti Institute of Dental Sciences, KLE Academy of Higher Education and Research, Belagavi, IND.

Public Health Dentistry, Goa Dental College and Hospital, Panjim, IND.

出版信息

Cureus. 2024 Jul 24;16(7):e65315. doi: 10.7759/cureus.65315. eCollection 2024 Jul.

DOI:10.7759/cureus.65315
PMID:39184672
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11344084/
Abstract

BACKGROUND

Internet gaming has gained popularity since the millennium, greatly expanding both the game industry and the player base. Moreover, internet gaming disorder (IGD) is a condition included in the most recent version of the Diagnostic and Statistical Manual of Mental Disorders 5 (DSM-5) for further study.

AIM

To assess the prevalence of IGD and its association with physical symptoms among dental students in Belagavi, India.

MATERIALS AND METHODS

A cross-sectional study was conducted among 385 dental students, chosen through simple random sampling. Data were gathered using a pre-validated, closed-ended questionnaire, incorporating the 9-item DSM-5 short version. The questionnaire was administered to undergraduate students during theory classes and collected after 10 minutes, while postgraduate students received it in their respective departments. To identify significant differences, Chi-square and analysis of variance (ANOVA) tests were applied, with statistical significance established at p ≤ 0.05.

RESULTS

A total of 385 responses were collected, comprising 86 males (22.3%) and 299 females (77.7%). Among the respondents, 28 (7.2%) were diagnosed with IGD, while 123 (31.8%) were identified as risky gamers. Significant differences were found between disordered, risky, and normal gamers concerning sleep-related problems (p ≤ 0.05).

CONCLUSION

The prevalence of IGD and risky gamers was 7.2% and 31.8% respectively. There was a significant association between disordered, risky, and normal gamers with daily routine activities.

摘要

背景

自千禧年以来,网络游戏越来越受欢迎,极大地扩展了游戏产业和玩家群体。此外,网络游戏障碍(IGD)是《精神疾病诊断与统计手册》第5版(DSM-5)最新版本中纳入的一种有待进一步研究的病症。

目的

评估印度贝拉加维牙科学生中IGD的患病率及其与身体症状的关联。

材料与方法

采用简单随机抽样法对385名牙科学生进行了一项横断面研究。使用经过预验证的封闭式问卷收集数据,该问卷包含9项DSM-5简版。问卷在理论课期间发放给本科生,10分钟后收回,研究生则在各自院系领取问卷。为了确定显著差异,应用了卡方检验和方差分析(ANOVA),以p≤0.05作为统计学显著性标准。

结果

共收集到385份回复,其中男性86人(22.3%),女性299人(77.7%)。在受访者中,28人(7.2%)被诊断为患有IGD,123人(31.8%)被确定为有风险的游戏玩家。在睡眠相关问题方面,无序、有风险和正常游戏玩家之间存在显著差异(p≤0.05)。

结论

IGD和有风险游戏玩家的患病率分别为7.2%和31.8%。无序、有风险和正常游戏玩家与日常活动之间存在显著关联。

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