Bailey Kira, Propp Audrey, Alonso Maria
David O. Robbins Neuroscience Program, Psychology Department, Ohio Wesleyan University, Delaware, OH 43015, USA.
Healthcare (Basel). 2024 Dec 6;12(23):2471. doi: 10.3390/healthcare12232471.
"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.
“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。