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Prevalence of Internet Addiction and Gaming Disorders in Southeast Asia: A Meta-Analysis

机译:东南亚网络成瘾和游戏障碍的患病率:一项荟萃分析

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摘要

This meta-analytic review aimed to examine the pooled prevalence rates of Internet addiction and gaming disorders in Southeast Asia. Several databases including PubMed, MEDLINE, PsycINFO, Web of Science, Embase, and Cochrane Central were searched and a total of 24 studies were included in this study. The selection of studies was conducted in accordance to the preferred reporting items for systematic reviews and meta-analyses (PRISMA) guidelines. Two meta-analyses were conducted to examine data on Internet addiction and gaming disorders separately. A random-effects model was employed to derive the pooled prevalence rate. Mixed-effects meta-regression and subgroup analyses were performed to examine the moderators of the between-study heterogeneity. Publication bias was tested using the Egger’s regression test and funnel plot. Only seven out of the 11 Southeast Asian countries were represented in the literature. All except for two of the included studies were cross-sectional in nature. The findings revealed a pooled prevalence rate of 20.0% (95% confidence interval: 14.5%–27.0%) and 10.1% (95% confidence interval: 7.3%–13.8%) for Internet addiction and gaming disorders respectively. Mean age and study population were significant moderators of the between-study heterogeneity in the prevalence rates of gaming disorders such that samples involving older participants showed higher prevalence rate than those involving younger individuals. Country of study was found to be significant moderator of the between-heterogeneity for both Internet addiction and gaming disorders, however the findings should be interpreted with caution due to the small and unbalanced sample sizes. There was no significant publication bias. Such epidemiology research should be extended to the Southeast Asian countries that have not been studied or are under-studied. Given that the prevalence rates appear to be higher in Southeast Asia than in other world regions, future research should also explore the factors behind these inter-regional differences. Further longitudinal studies should also be conducted to examine the trajectories of such disorders.
机译:这项荟萃分析综述旨在研究东南亚网络成瘾和游戏障碍的合并患病率。检索了包括PubMed,MEDLINE,PsycINFO,Web of Science,Embase和Cochrane Central在内的几个数据库,该研究共包括24项研究。根据系统评价和荟萃分析(PRISMA)指南的首选报告项目进行研究的选择。进行了两项荟萃分析,以分别检查有关网络成瘾和游戏障碍的数据。采用随机效应模型得出合并患病率。进行了混合效应荟萃回归和亚组分析,以研究研究之间异质性的主持人。使用Egger回归测试和漏斗图测试了出版偏倚。文献中只代表了11个东南亚国家中的7个。除其中两项研究外,所有研究均为横断面研究。调查结果显示,网络成瘾和游戏障碍的合并患病率分别为20.0%(95%置信区间:14.5%–27.0%)和10.1%(95%置信区间:7.3%–13.8%)。平均年龄和研究人群是博弈障碍患病率研究间异质性的重要调节剂,因此,涉及较老参与者的样本的患病率高于涉及较年轻个体的样本。研究国家被发现是网络成瘾和游戏障碍的异质性的重要调节者,但是由于样本量小且不平衡,因此应谨慎解释研究结果。没有明显的出版偏见。这种流行病学研究应扩展到尚未研究或研究不足的东南亚国家。鉴于东南亚的患病率似乎高于世界其他地区,因此未来的研究也应探索这些地区间差异背后的因素。还应进行进一步的纵向研究以检查此类疾病的轨迹。

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