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互联网游戏障碍与捷克青少年的风险行为:一项全国代表性研究。

Internet gaming disorder and risky behaviours among Czech adolescents: A nationally representative study.

机构信息

1Department of Addictology, First Faculty of Medicine, Charles University, Czech Republic.

2Department of Psychology, Palacký University Olomouc, Czech Republic.

出版信息

J Behav Addict. 2024 Sep 12;13(3):742-750. doi: 10.1556/2006.2024.00045. Print 2024 Oct 4.

DOI:10.1556/2006.2024.00045
PMID:39264722
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11457021/
Abstract

BACKGROUND AND AIMS

The aim of the present study was to estimate the complex association between Internet Gaming Disorder (IGD), substance use, and other risky behaviours in Czech adolescents whilst providing prevalence estimates of IGD and psychometric information regarding the Czech Internet Gaming Disorder Scale-Short-Form (IGDS9-SF).

METHODS

A representative sample of 3,950 Czech adolescents was recruited through stratified random sampling in the school setting.

RESULTS

Disordered gamers showed frequent use of specific substances such as pharmaceuticals, methylenedioxymethamphetamine, and lysergic acid diethylamide. In contrast, non-gamers had higher prevalence of alcohol, cigarettes, sedatives and tranquillisers, and marijuana use. A logistic regression, utilising IGDS9-SF raw scores and average daily gaming time, revealed a U-shaped relationship between gaming and both alcohol and cigarette use. Additionally, conduct problems such as bullying, and risky in-game behaviours were more prevalent among disordered gamers, with the exception of forging parents' signatures. The overall prevalence of IGD was 3.62% (95% CI = [3.1%, 4.3%]), with higher rates in males (5.89%; 95% CI = [4.9%, 7.0%]) than in females (1.45%; 95% CI = [1.0%, 2.1%]).

DISCUSSION AND CONCLUSIONS

The Czech IGDS9-SF used in the present study showed adequate psychometric properties. The association between gaming and substance use behaviours may be specific and multifaceted depending on the severity of the gaming-related problems. Furthermore, disordered gamers may become more vulnerable due to a higher incidence of conduct problems, bullying (victimisation), and in-game risky behaviours such as engagement with microtransactions mechanics (e.g., loot box) within video games.

摘要

背景与目的

本研究旨在评估捷克青少年中网络游戏障碍(IGD)、物质使用与其他危险行为之间的复杂关联,同时提供 IGD 的流行率估计以及捷克网络游戏障碍量表-短式(IGDS9-SF)的心理计量学信息。

方法

通过在学校环境中进行分层随机抽样,招募了一个具有代表性的 3950 名捷克青少年样本。

结果

失调型游戏者频繁使用特定物质,如药品、亚甲二氧基甲基苯丙胺和麦角酸二乙基酰胺。相比之下,非游戏者则更多地使用酒精、香烟、镇静剂和安定以及大麻。利用 IGDS9-SF 原始分数和平均每日游戏时间进行的逻辑回归显示,游戏与酒精和香烟使用之间存在 U 型关系。此外,在失调型游戏者中,更常见的是品行问题,如欺凌和游戏内的危险行为,但伪造家长签名除外。IGD 的总体流行率为 3.62%(95%CI=[3.1%,4.3%]),男性(5.89%;95%CI=[4.9%,7.0%])高于女性(1.45%;95%CI=[1.0%,2.1%])。

讨论与结论

本研究中使用的捷克 IGDS9-SF 具有良好的心理计量学特性。游戏与物质使用行为之间的关联可能是特定的和多方面的,具体取决于与游戏相关问题的严重程度。此外,由于更高的品行问题发生率、欺凌(受害)发生率以及游戏内危险行为的发生,如参与视频游戏中的微交易机制(例如,开宝箱),失调型游戏者可能变得更加脆弱。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/aca9/11457021/411bb8474bcb/jba-13-742-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/aca9/11457021/411bb8474bcb/jba-13-742-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/aca9/11457021/411bb8474bcb/jba-13-742-g001.jpg

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