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Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns

机译:游戏设备使用模式可预测互联网游戏混乱:不同游戏设备使用模式之间的比较

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摘要

Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD.
机译:游戏行为已受到智能手机的显着影响。本研究旨在探讨不同游戏设备使用模式下的游戏行为和临床特征,以及这些模式对互联网游戏障碍(IGD)的作用。关于智能手机和在线游戏使用情况的在线调查的响应者按不同的游戏设备使用方式进行了分类:(1)仅玩计算机游戏的个人; (2)玩电脑游戏多于智能手机游戏的个人; (3)平均玩电脑和智能手机游戏的个人; (4)玩智能手机游戏多于电脑游戏的个人; (5)仅玩智能手机游戏的个人。收集了有关人口统计学,与游戏相关的行为以及互联网和智能手机成瘾,抑郁,焦虑症和药物使用量表的数据。合并用户,尤其是那些平均玩计算机和智能手机游戏的用户,其IGD,抑郁症,焦虑症和药物滥用症的患病率更高。这些受试者比参考组(仅计算机游戏者)更容易发生IGD(B = 0.457,优势比= 1.579)。仅限智能手机的游戏玩家IGD的患病率最低,在游戏上花费的时间和金钱最少,并且互联网和智能手机上瘾的得分最低。我们的发现表明,游戏设备的使用模式可能与IGD的发生,过程和预后相关。

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