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Prevalence and Correlates of Internet Gaming Problem among Internet Users: Results from an Internet Survey

机译:互联网用户中互联网游戏问题的普遍性和相关性:互联网调查的结果

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Introduction: The current study aimed to establish the prevalence of internet gaming disorder (IGD) and its association with demographic characteristics, game genre, game use (time spent on gaming), as well as psychological distress, social phobia and well-being among current online gamers in Singapore. Materials and Methods: A total of 1251 participants aged 13 to 40 years completed the study which was administered as a web survey. The online questionnaire was designed using QuestionPro, and consisted of 8 sections and 105 questions. The 9-item Internet Gaming Disorder Questionnaire was used to establish the prevalence of IGD in the study. A series of logistic regression models were used to examine the associations between IGD, demographic characteristics and game genre, as well as IGD and psychological distress, social phobia and well-being. Results: The prevalence of IGD established using a cutoff of 5 among those who were current online gamers was 17.7 A. Multiple logistic regressions revealed that those meeting criteria of IGD were more likely to be older, reported an earlier age of onset of playing online games, had primary and secondary education versus tertiary education, were currently students versus being currently employed and played massively multiplayer online role-playing games. Distress and social anxiety were higher while satisfaction with life was significantly lower among those who met criteria for IGD than those who did not meet the criteria. Conclusion: The prevalence of IGD and its negative consequences in our sample of current online gamers was significant and point towards the need for further clinical studies and innovative interventions to address the problem.
机译:简介:本研究旨在确定互联网游戏障碍(IGD)的患病率及其与人口统计学特征,游戏类型,游戏使用(花在游戏上的时间)以及心理困扰,社交恐惧症和幸福感的相关性新加坡的在线游戏玩家。资料和方法:共有1251名年龄在13至40岁之间的参与者完成了这项研究,并通过网络调查进行了管理。在线问卷是使用QuestionPro设计的,由8个部分和105个问题组成。使用9个项目的互联网游戏障碍调查问卷来确定研究中IGD的患病率。一系列逻辑回归模型用于检验IGD,人口统计学特征和游戏类型之间的关联,以及IGD与心理困扰,社交恐惧症和幸福感之间的关系。结果:当前在线游戏的参与者中使用5截止的IGD的患病率是17.7A。多项Logistic回归显示,符合IGD标准的人更有可能年龄较大,据报道玩网络游戏的年龄更早,拥有中小学教育和高等教育,目前是学生,而不是目前正在工作,并且玩过大型多人在线角色扮演游戏。符合IGD标准的人的苦恼和社交焦虑较高,而对生活的满意度显着低于不符合IGD的人。结论:在我们当前的在线游戏样本中,IGD的盛行及其负面影响非常重要,并指出需要进一步的临床研究和创新的干预措施来解决该问题。

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