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Excessive gaming and internet use: Preliminary results with anxiety and depression among highly engaged Peruvian gamers

机译:游戏和互联网过度使用:高度聘用的秘鲁游戏玩家焦虑和抑郁症的初步结果

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According to the world internet statistics, Peru reported 22 million of internet users in 2017 and the penetration rate was 67% in the same year [1]. With the rapid proliferation of internet and videogames, internet addiction and addiction to videogames has become a topic of interest among different professionals, scholars, organizations and the media in Peru. Despite the fact that previous research has found clear differences and demographic profiles for internet addiction and internet gaming disorder, to our knowledge, there have been no further reports on these associations between these variables in Peruvian gamers. In addition to this, the term "internet addiction" has always been associated with videogames in the Peruvian context. Therefore, the present study aimed to examine the extent of association between problematic internet use, gaming addiction, and time spent playing, depression, and anxiety. Methods: To examine these associations, Peruvian gamers completed the problematic internet use questionnaire (PIUQ), and problematic online gaming questionnaire (POGQ), as well as anxiety and depression subscales of the Brief Symptom Inventory (BSI). Results: As expected, results demonstrated significant associations between PIUQ, POGQ, anxiety, depression and amount of weekly gaming. Implications and results are discussed for academics and mental health professionals in Peru.
机译:根据世界互联网统计,秘鲁于2017年报告了2200万互联网用户,同年普及率为67%[1]。随着互联网和电子游戏的快速增殖,对电子游戏的互联网成瘾和成瘾已成为秘鲁不同专业人士,学者,组织和媒体的兴趣的主题。尽管以前的研究发现了互联网成瘾和互联网游戏障碍的明显差异和人口概况,但我们的知识,在秘鲁游戏玩家之间的这些变量之间没有进一步报告这些协会。除此之外,术语“互联网成瘾”始终与秘鲁语境中的视频名相关联。因此,本研究旨在审查有问题的互联网使用,游戏成瘾和时间花费,抑郁和焦虑之间的关联之间的程度。方法:检查这些协会,秘鲁游戏玩家完成了问题互联网使用问卷(PIUQ),以及有问题的在线游戏问卷调查问卷(POGQ),以及简要症状库存(BSI)的焦虑和抑郁类。结果:正如预期的那样,结果表明PIUQ,POGQ,焦虑,抑郁和每周游戏金额之间的重要协会。秘鲁的学者和心理健康专业人士讨论了含义和结果。

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