网络成瘾障碍和问题游戏使用的患病率、相关因素及共病情况:2021年韩国全国心理健康调查

Prevalence, correlates, and comorbidities of internet gaming disorder and problematic game use: national mental health survey of Korea 2021.

作者信息

Ko Young-Mi, Lee Eun Sol, Park Subin

机构信息

Division of Mental Health Research, Mental Health Research Institute, National Center for Mental Health, Seoul, Republic of Korea.

Mental Health Research Institute, National Center for Mental Health, Seoul, Republic of Korea.

出版信息

Front Psychiatry. 2024 Oct 15;15:1442224. doi: 10.3389/fpsyt.2024.1442224. eCollection 2024.

Abstract

BACKGROUND

This study investigated the prevalence, correlates, and comorbidities of Internet Gaming Disorder and problematic game use among the general population in Korea.

METHODS

The data of 2,764 individuals aged 18 to 49 years who participated in the National Mental Health Survey of Korea 2021 were analyzed. The diagnostic assessments were based on the Structured Clinical Interview for Internet Gaming Disorder and the Composite International Diagnostic Interview. The Game Overuse Screening Questionnaire assessed problematic game use. Multiple logistic regression analyses were performed, and a complex sampling design analysis was applied.

RESULTS

The 12-month prevalence rate of Internet gaming disorder (IGD) was 0.8% and the 1-month prevalence rate of problematic game use was 8.4%. IGD was higher in men, younger people, unemployed, and in those with low physical activity, dissatisfaction with their quality of life, and who perceived more loneliness and social isolation. While both alcohol use disorder (AUD) and Attention-Deficit/Hyperactivity Disorder (ADHD) were significantly associated with IGD, only ADHD was significantly associated with problematic game use.

CONCLUSION

IGD and problematic game use are relatively prevalent in the Korean adult population and are comorbid with AUD and ADHD. Therefore, a preventive strategy for IGD and problematic game use is needed for game users who are more likely to be addicted, such as younger male users. In addition, mental health screening and appropriate treatment for both game addiction and comorbid psychiatric disorders should be provided to individuals with IGD and problematic game use.

摘要

背景

本研究调查了韩国普通人群中网络游戏障碍及问题游戏使用的患病率、相关因素和共病情况。

方法

分析了参与2021年韩国全国心理健康调查的2764名18至49岁个体的数据。诊断评估基于网络游戏障碍结构化临床访谈和综合国际诊断访谈。游戏过度使用筛查问卷评估问题游戏使用情况。进行了多项逻辑回归分析,并应用了复杂抽样设计分析。

结果

网络游戏障碍(IGD)的12个月患病率为0.8%,问题游戏使用的1个月患病率为8.4%。IGD在男性、年轻人、失业者以及身体活动少、对生活质量不满意、感到更孤独和社会隔离的人群中更高。虽然酒精使用障碍(AUD)和注意力缺陷/多动障碍(ADHD)均与IGD显著相关,但只有ADHD与问题游戏使用显著相关。

结论

IGD和问题游戏使用在韩国成年人群中相对普遍,且与AUD和ADHD共病。因此,对于更易成瘾的游戏用户,如年轻男性用户,需要制定针对IGD和问题游戏使用的预防策略。此外,应为患有IGD和问题游戏使用的个体提供针对游戏成瘾和共病精神障碍的心理健康筛查及适当治疗。

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