• 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

相似文献

1
Prevalence of Internet Gaming Disorder, Depression, and Anxiety Symptoms Before and After the Pandemic.大流行前后网络成瘾障碍、抑郁和焦虑症状的患病率
Healthcare (Basel). 2024 Dec 6;12(23):2471. doi: 10.3390/healthcare12232471.
2
Internet gaming disorder: Its prevalence and associated gaming behavior, anxiety, and depression among high school male students, Dammam, Saudi Arabia.网络成瘾障碍:沙特阿拉伯达曼地区高中男生中的患病率及其相关的游戏行为、焦虑和抑郁情况
J Family Community Med. 2022 May-Aug;29(2):93-101. doi: 10.4103/jfcm.jfcm_48_22. Epub 2022 May 13.
3
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.
4
Internet gaming disorder in male and female young adults: The role of alexithymia, depression, anxiety and gaming type.男性和女性青年人群中的网络(电子)游戏障碍:述情障碍、抑郁、焦虑和游戏类型的作用。
Psychiatry Res. 2019 Feb;272:521-530. doi: 10.1016/j.psychres.2018.12.158. Epub 2018 Dec 29.
5
Cognitive-behavioral therapy for Internet gaming disorder: A systematic review and meta-analysis.认知行为疗法治疗网络成瘾障碍:系统评价和荟萃分析。
Clin Psychol Psychother. 2019 Mar;26(2):191-203. doi: 10.1002/cpp.2341. Epub 2018 Nov 13.
6
DSM-5 Internet gaming disorder among a sample of Mexican first-year college students.DSM-5 中墨西哥大一学生群体的网络成瘾障碍。
J Behav Addict. 2019 Dec 1;8(4):714-724. doi: 10.1556/2006.8.2019.62. Epub 2019 Dec 13.
7
Internet gaming disorder, exercise and attention deficit hyperactivity disorder: The role of symptoms of depression, anxiety and stress.网络成瘾障碍、运动与注意缺陷多动障碍:抑郁、焦虑和压力症状的作用。
Psychiatriki. 2023 Mar 28;34(1):13-20. doi: 10.22365/jpsych.2022.098. Epub 2022 Nov 24.
8
Comparison of the Video Game Functional Assessment-Revised (VGFA-R) and Internet Gaming Disorder Test (IGD-20).电子游戏功能评估修订版(VGFA-R)与网络成瘾测试(IGD-20)的比较。
Front Psychol. 2019 Feb 19;10:310. doi: 10.3389/fpsyg.2019.00310. eCollection 2019.
9
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.
10
Maladaptive cognitions, loneliness, and social anxiety as potential moderators of the association between Internet gaming time and Internet gaming disorder among adolescent Internet gamers in China.在中国青少年网络游戏玩家中,适应不良认知、孤独感和社交焦虑作为网络游戏时间与网络游戏障碍之间关联的潜在调节因素。
Addict Behav. 2022 Jun;129:107239. doi: 10.1016/j.addbeh.2022.107239. Epub 2022 Jan 12.

本文引用的文献

1
Action Video Gaming and Attention in Young Adults: A Systematic Review.动作视频游戏与年轻人的注意力:一项系统综述。
J Atten Disord. 2023 Mar;27(5):530-538. doi: 10.1177/10870547231153878. Epub 2023 Feb 13.
2
Utility of PHQ-2, PHQ-8 and PHQ-9 for detecting major depression in primary health care: a validation study in Spain.PHQ-2、PHQ-8 和 PHQ-9 在初级医疗保健中检测重度抑郁症的效用:西班牙的一项验证研究。
Psychol Med. 2023 Sep;53(12):5625-5635. doi: 10.1017/S0033291722002835. Epub 2022 Oct 19.
3
Changes in College Students Mental Health and Lifestyle During the COVID-19 Pandemic: A Systematic Review of Longitudinal Studies.新冠疫情期间大学生心理健康与生活方式的变化:纵向研究的系统综述
Adolesc Res Rev. 2022;7(4):537-550. doi: 10.1007/s40894-022-00192-7. Epub 2022 Aug 3.
4
Depression, anxiety and suicidal behaviour among college students: Comparisons pre-COVID-19 and during the pandemic.大学生中的抑郁、焦虑和自杀行为:COVID-19疫情前与疫情期间的比较
Psychiatry Res Commun. 2021 Dec;1(2):100012. doi: 10.1016/j.psycom.2021.100012. Epub 2021 Nov 6.
5
Mental health trajectories in undergraduate students over the first year of university: a longitudinal cohort study.大学生在大学第一年的心理健康轨迹:一项纵向队列研究。
BMJ Open. 2021 Nov 30;11(12):e047393. doi: 10.1136/bmjopen-2020-047393.
6
The Playing Brain. The Impact of Video Games on Cognition and Behavior in Pediatric Age at the Time of Lockdown: A Systematic Review.《游戏中的大脑。封锁期间电子游戏对儿童认知和行为的影响:一项系统综述》
Pediatr Rep. 2021 Jul 14;13(3):401-415. doi: 10.3390/pediatric13030047.
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
Prevalence of Internet Gaming Disorder and Its Association With Personality Traits and Gaming Characteristics Among Chinese Adolescent Gamers.中国青少年游戏玩家中网络成瘾障碍的患病率及其与人格特质和游戏特征的关联。
Front Psychiatry. 2020 Nov 17;11:598585. doi: 10.3389/fpsyt.2020.598585. eCollection 2020.
10
Depression, anxiety, and stress mediate the associations between internet gaming disorder, insomnia, and quality of life during the COVID-19 outbreak.在新冠疫情期间,抑郁、焦虑和压力介导了网络游戏障碍、失眠与生活质量之间的关联。
Addict Behav Rep. 2020 Dec;12:100307. doi: 10.1016/j.abrep.2020.100307. Epub 2020 Oct 22.

大流行前后网络成瘾障碍、抑郁和焦虑症状的患病率

Prevalence of Internet Gaming Disorder, Depression, and Anxiety Symptoms Before and After the Pandemic.

作者信息

Bailey Kira, Propp Audrey, Alonso Maria

机构信息

David O. Robbins Neuroscience Program, Psychology Department, Ohio Wesleyan University, Delaware, OH 43015, USA.

出版信息

Healthcare (Basel). 2024 Dec 6;12(23):2471. doi: 10.3390/healthcare12232471.

DOI:10.3390/healthcare12232471
PMID:39685093
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11641195/
Abstract

"Internet gaming disorder" (IGD) is a condition for further study in the DSM-5, with its prevalence estimated to be anywhere from 0.7% to 27.5% depending on the methodology used to measure it. Previous research has linked the symptoms of IGD to symptoms of depression and anxiety among college students. The current study explored the relationships between self-reported symptoms of IGD, depression, and anxiety in two small, non-overlapping samples of college students, one collected before the pandemic ( = 52) and another during the global pandemic ( = 89). Data on the time spent gaming, IGD, depression, and anxiety symptoms were collected via anonymous online surveys at a small Mid-Western liberal arts university. The samples differed significantly in age, likely due to the smaller incoming first-year class size as a result of many families deciding to defer the start of college in 2020. These findings partially support past research suggesting a small to moderate association between self-reports of IGD and depression symptoms. While the pandemic does not appear to have greatly changed the overall number of self-reported symptoms experienced or the time spent playing video games between the two samples, it may have exacerbated the relationship between these variables within the sample. The stronger relationship between symptoms of depression or anxiety and the time spent playing video games in the later sample may be particularly concerning if the trend continues, as it may lead to additional problematic gaming behavior in the future.

摘要

“网络游戏障碍”(IGD)是《精神疾病诊断与统计手册》第5版中有待进一步研究的一种病症,根据用于测量的方法不同,其患病率估计在0.7%至27.5%之间。先前的研究已将IGD的症状与大学生中的抑郁和焦虑症状联系起来。本研究在两个不重叠的大学生小样本中探究了自我报告的IGD症状、抑郁和焦虑之间的关系,一个样本是在疫情前收集的(n = 52),另一个是在全球疫情期间收集的(n = 89)。在中西部一所小型文理学院,通过匿名在线调查收集了游戏时长、IGD、抑郁和焦虑症状的数据。这两个样本在年龄上有显著差异,可能是由于许多家庭决定推迟2020年大学入学,导致一年级新生班级规模变小。这些发现部分支持了过去的研究,即IGD自我报告与抑郁症状之间存在小到中度的关联。虽然疫情似乎并没有大幅改变两个样本中自我报告的症状总数或玩电子游戏的时长,但它可能加剧了样本中这些变量之间的关系。如果这种趋势持续下去,后期样本中抑郁或焦虑症状与玩电子游戏时长之间更强的关系可能尤其令人担忧,因为这可能会导致未来出现更多有问题的游戏行为。