• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

运用人工智能技术探究网络成瘾障碍的发病机制并构建智能监测模型:一项前瞻性队列研究方案。

Investigating the mechanisms of internet gaming disorder and developing intelligent monitoring models using artificial intelligence technologies: protocol of a prospective cohort.

机构信息

School of Public Health and Emergency Management, Southern University of Science and Technology, Shenzhen, China.

School of Medicine, Xizang Minzu University, Xianyang, China.

出版信息

BMC Public Health. 2024 Sep 18;24(1):2536. doi: 10.1186/s12889-024-20028-4.

DOI:10.1186/s12889-024-20028-4
PMID:39294602
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11409550/
Abstract

BACKGROUND

Internet gaming disorder (IGD), recognized by the World Health Organization (WHO), significantly impacts adolescent mental and physical health. With a global prevalence of 3.05%, rates are higher in Asia, especially among adolescents and males. The COVID-19 pandemic has exacerbated IGD due to increased gaming time from isolation and anxiety. Vulnerable groups include adolescents with poor academic performance, introverted personalities, and comorbid mental disorders. IGD mechanisms remain unclear, lacking prospective research. Based on Skinner's reinforcement theory, the purpose of this study is to explore the mechanisms of IGD from individual and environmental perspectives, incorporating age-related changes and game features, and to develop intelligent monitoring models for early intervention in high-risk adolescents.

METHODS

This prospective cohort study will investigate IGD mechanisms in middle and high school students in Shenzhen, China. Data will be collected via online surveys and Python-based web scraping, with a 3-year follow-up and assessments every 6 months. Unstructured data obtained through Python-based web scraping will be structured using natural language processing techniques. Collected data will include personal characteristics, gaming usage, academic experiences, and psycho-behavioral-social factors. Baseline data will train and test predictive models, while follow-up data will validate them. Data preprocessing, normalization, and analysis will be performed. Predictive models, including Cox proportional hazards and Weibull regression, will be evaluated through cross-validation, confusion matrix, receiver operating characteristic (ROC) curve, area under the curve (AUC), and root mean square error (RMSE).

DISCUSSION

The study aims to understand the interplay between individual and environmental factors in IGD, incorporating age-related changes and game features. Active monitoring and early intervention are critical for preventing IGD. Despite limitations in geographic scope and biological data collection, the study's innovative design and methodologies offer valuable contributions to public health, promoting effective interventions for high-risk individuals.

摘要

背景

互联网游戏障碍(IGD)已被世界卫生组织(WHO)所认可,其对青少年的身心健康有着重大影响。IGD 的全球患病率为 3.05%,在亚洲的发病率更高,尤其是在青少年和男性中。由于隔离和焦虑导致游戏时间增加,新冠疫情使 IGD 更加严重。脆弱群体包括学业成绩不佳、性格内向和伴有精神障碍的青少年。IGD 的发病机制尚不清楚,缺乏前瞻性研究。本研究基于斯金纳的强化理论,旨在从个体和环境角度探讨 IGD 的发病机制,纳入年龄相关变化和游戏特征,并为高危青少年开发智能监测模型进行早期干预。

方法

本前瞻性队列研究将调查中国深圳中学生的 IGD 发病机制。研究将通过在线调查和基于 Python 的网络爬虫收集数据,为期 3 年,每 6 个月进行一次随访和评估。通过基于 Python 的网络爬虫获取的非结构化数据将使用自然语言处理技术进行结构化。收集的数据将包括个人特征、游戏使用情况、学业经历和心理行为社会因素。基线数据将用于训练和测试预测模型,而随访数据将用于验证它们。将进行数据预处理、归一化和分析。预测模型,包括 Cox 比例风险和威布尔回归,将通过交叉验证、混淆矩阵、接收者操作特征(ROC)曲线、曲线下面积(AUC)和均方根误差(RMSE)进行评估。

讨论

本研究旨在了解 IGD 中个体和环境因素的相互作用,纳入年龄相关变化和游戏特征。主动监测和早期干预对于预防 IGD 至关重要。尽管在地理范围和生物数据收集方面存在局限性,但该研究的创新性设计和方法为公共卫生提供了有价值的贡献,促进了对高危个体的有效干预。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c222/11409550/a525c7b07230/12889_2024_20028_Fig4_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c222/11409550/4cbd00d8f9a9/12889_2024_20028_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c222/11409550/5c75cb2d5583/12889_2024_20028_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c222/11409550/7ae881f43ddb/12889_2024_20028_Fig3_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c222/11409550/a525c7b07230/12889_2024_20028_Fig4_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c222/11409550/4cbd00d8f9a9/12889_2024_20028_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c222/11409550/5c75cb2d5583/12889_2024_20028_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c222/11409550/7ae881f43ddb/12889_2024_20028_Fig3_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c222/11409550/a525c7b07230/12889_2024_20028_Fig4_HTML.jpg

相似文献

1
Investigating the mechanisms of internet gaming disorder and developing intelligent monitoring models using artificial intelligence technologies: protocol of a prospective cohort.运用人工智能技术探究网络成瘾障碍的发病机制并构建智能监测模型:一项前瞻性队列研究方案。
BMC Public Health. 2024 Sep 18;24(1):2536. doi: 10.1186/s12889-024-20028-4.
2
Cognitive Mechanisms Between Psychosocial Resources and the Behavioral Intention of Professional Help-Seeking for Internet Gaming Disorder Among Chinese Adolescent Gamers: Cross-Sectional Mediation Study.认知机制在心理社会资源与中国青少年网络游戏障碍者专业求助行为意向之间的作用:横断面中介研究。
JMIR Public Health Surveill. 2024 Nov 14;10:e52478. doi: 10.2196/52478.
3
Prevalence, predictive factors, and impacts of internet gaming disorder among adolescents: A population-based longitudinal study.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。
J Affect Disord. 2024 Oct 1;362:356-362. doi: 10.1016/j.jad.2024.06.020. Epub 2024 Jun 4.
4
Detection and Characterization of Online Substance Use Discussions Among Gamers: Qualitative Retrospective Analysis of Reddit r/StopGaming Data.游戏玩家在线物质使用讨论的检测与特征分析:对Reddit上r/StopGaming数据的定性回顾性分析
JMIR Infodemiology. 2024 Oct 2;4:e58201. doi: 10.2196/58201.
5
Awareness and Potential Impacts of the Medicalization of Internet Gaming Disorder: Cross-sectional Survey Among Adolescents in China.互联网游戏障碍医学化的认知和潜在影响:中国青少年横断面调查。
J Med Internet Res. 2021 Feb 24;23(2):e22393. doi: 10.2196/22393.
6
Sociotropy and video game playing: Massively multiplayer online role-playing games versus other games.社会依赖与电子游戏:大型多人在线角色扮演游戏与其他游戏
Encephale. 2025 Apr;51(2):111-118. doi: 10.1016/j.encep.2024.01.005. Epub 2024 Apr 4.
7
Mental health predictors of Internet Gaming Disorder: a longitudinal study.网络游戏障碍的心理健康预测因素:一项纵向研究。
Braz J Psychiatry. 2025;47:e20243816. doi: 10.47626/1516-4446-2024-3816. Epub 2024 Sep 27.
8
Study protocol of the internet user Cohort for Unbiased Recognition of gaming disorder in Early adolescence (iCURE), Korea, 2015-2019.韩国2015 - 2019年青少年游戏障碍无偏识别互联网用户队列研究方案(iCURE)
BMJ Open. 2017 Oct 5;7(10):e018350. doi: 10.1136/bmjopen-2017-018350.
9
Depression and anxiety symptoms associated with internet gaming disorder before and during the COVID-19 pandemic: A longitudinal study.新冠肺炎疫情前后与网络游戏障碍相关的抑郁和焦虑症状:一项纵向研究。
J Behav Addict. 2021 Mar 10;10(1):169-180. doi: 10.1556/2006.2021.00016.
10
Internet Gaming Disorder in adolescence: investigating profiles and associated risk factors.青少年网络成瘾障碍:探索其特征及相关风险因素。
BMC Public Health. 2021 Aug 12;21(1):1547. doi: 10.1186/s12889-021-11394-4.

本文引用的文献

1
Artificial Intelligence and Machine Learning in Clinical Medicine, 2023.临床医学中的人工智能与机器学习,2023年。
N Engl J Med. 2023 Mar 30;388(13):1201-1208. doi: 10.1056/NEJMra2302038.
2
Relationship between time spent playing internet gaming apps and behavioral problems, sleep problems, alexithymia, and emotion dysregulations in children: a multicentre study.儿童玩网络游戏应用程序的时间与行为问题、睡眠问题、述情障碍和情绪调节障碍之间的关系:一项多中心研究
Child Adolesc Psychiatry Ment Health. 2022 Aug 16;16(1):67. doi: 10.1186/s13034-022-00502-w.
3
Gambling and gaming during COVID-19: The role of mental health and social motives in gambling and gaming problems.
新冠疫情期间的赌博与博彩:心理健康和社会动机在赌博及博彩问题中的作用
Compr Psychiatry. 2022 Aug;117:152331. doi: 10.1016/j.comppsych.2022.152331. Epub 2022 Jun 12.
4
A Latent Profile Analysis for the Study of Multiple Screen Addiction, Mobile Social Gaming Addiction, General Mattering, and Family Sense of Belonging in University Students.一项关于大学生多重屏幕成瘾、移动社交游戏成瘾、一般重要感和家庭归属感的潜在剖面分析
Int J Ment Health Addict. 2022 Apr 20:1-22. doi: 10.1007/s11469-022-00816-y.
5
Gaming in China Before the COVID-19 Pandemic and After the Lifting of Lockdowns: a Nationwide Online Retrospective Survey.新冠疫情大流行前及封锁解除后的中国游戏情况:一项全国性在线回顾性调查
Int J Ment Health Addict. 2022 Mar 31:1-13. doi: 10.1007/s11469-022-00792-3.
6
Internet Gaming Disorder in adolescence: investigating profiles and associated risk factors.青少年网络成瘾障碍:探索其特征及相关风险因素。
BMC Public Health. 2021 Aug 12;21(1):1547. doi: 10.1186/s12889-021-11394-4.
7
Depression and anxiety symptoms associated with internet gaming disorder before and during the COVID-19 pandemic: A longitudinal study.新冠肺炎疫情前后与网络游戏障碍相关的抑郁和焦虑症状:一项纵向研究。
J Behav Addict. 2021 Mar 10;10(1):169-180. doi: 10.1556/2006.2021.00016.
8
Depressive symptoms and depression in individuals with internet gaming disorder: A systematic review and meta-analysis.患有网络游戏障碍个体的抑郁症状和抑郁症:系统评价和荟萃分析。
J Affect Disord. 2021 Apr 1;284:136-142. doi: 10.1016/j.jad.2021.02.014. Epub 2021 Feb 5.
9
Health anxiety related to problematic smartphone use and gaming disorder severity during COVID-19: Fear of missing out as a mediator.新冠疫情期间,与问题性智能手机使用相关的健康焦虑和游戏障碍严重程度:错失恐惧作为中介因素
Hum Behav Emerg Technol. 2021 Jan;3(1):137-146. doi: 10.1002/hbe2.227. Epub 2020 Nov 23.
10
Factors associated with severity, incidence or persistence of internet gaming disorder in children and adolescents: a 2-year longitudinal study.与儿童和青少年网络游戏障碍严重程度、发生率或持续性相关的因素:一项为期 2 年的纵向研究。
Addiction. 2021 Jul;116(7):1828-1838. doi: 10.1111/add.15366. Epub 2021 Jan 28.