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Problematic Video Gaming in a Young Spanish Population: Association with Psychosocial Health

机译:西班牙年轻人口中有问题的视频游戏:与社会心理健康的关系

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Problematic video gaming (PVG) is a concern for psychologists attending children and adolescents. Uniform diagnostic criteria are lacking, and risk factors are poorly understood. Internet gaming disorder (IGD) was included in the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5), and scales derived from its diagnostic criteria may be helpful to assess PVG. A multicenter study was conducted in secondary schools using an IGD-derived scale (dichotomous Nine-Item Internet Gaming Disorder Scale [IGD-9]), analyzing PVG-related variables. Seven hundred eight students (55.8 percent male) with mean age 15.6 +/- 2.7 years were included. Seventy-three percent were gamers and 22 percent heavy gamers (HGs). Forty-five percent reported online gaming and 6.6 percent massive multiplayer online role-playing games (MMORPGs). Fifty-nine students (8.3 percent) scored 5 or more in IGD-9 and were classified as IGD+. HG and IGD+ subjects were more frequently male and online and MMORPG gamers (p0.01). However, IGD+ subjects had significantly worse psychosocial scores than IGD- (p0.001), while HGs did not significantly differ from casual gamers (p0.01). The multivariate analysis showed that IGD+ scores were significantly associated with worse psychosocial health and adjustment (p0.001), while the other variables (male sex, online and MMORPG gaming, and HG) were not significantly associated (p0.01). The IGD-9 scale scored positive in 8.3 percent of our sample. Unlike gaming time, this scale was associated with psychosocial disturbances, making it potentially useful as a screening method to detect candidates for clinical intervention.
机译:有问题的视频游戏(PVG)对于参加儿童和青少年的心理学家来说是一个问题。缺乏统一的诊断标准,并且对危险因素的了解甚少。网络游戏障碍(IGD)已包含在《精神障碍诊断和统计手册》第五版(DSM-5)中,其诊断标准得出的量表可能有助于评估PVG。在中学中,使用IGD衍生的量表(二项九项互联网游戏障碍量表[IGD-9])进行了多中心研究,分析了与PVG相关的变量。包括平均年龄为15.6 +/- 2.7岁的708名学生(男性占58.8%)。百分之七十三的玩家是游戏玩家,百分之二十二的是重型游戏玩家(HG)。百分之四十五的人报告了在线游戏,百分之六十六的大型多人在线角色扮演游戏(MMORPG)。 59名学生(8.3%)在IGD-9中得分5分或更高,被归类为IGD +。 HG和IGD +受试者更常为男性,网络和MMORPG游戏玩家(p <0.01)。但是,IGD +受试者的社会心理评分显着低于IGD-(p <0.001),而HG与休闲游戏者之间无显着差异(p> 0.01)。多元分析表明,IGD +评分与较差的社会心理健康和适应能力显着相关(p <0.001),而其他变量(男性,在线和MMORPG游戏以及HG)则无显着相关性(p> 0.01)。 IGD-9量表在我们的样本中占8.3%,为阳性。与游戏时间不同,该量表与社会心理障碍有关,使其有可能作为一种筛选方法来检测临床干预候选人。

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