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Exploring the prevalence of gaming disorder and Internet gaming disorder: a rapid scoping review

机译:探索游戏障碍和互联网游戏障碍的患病率:快速审查

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Internet gaming disorder (IGD) was included in the DSM-5 in 2013 as a condition requiring further research, and gaming disorder (GD) was included in the ICD-11 in 2018. Given the importance of including these conditions in diagnostic guidelines, a review was conducted to describe their prevalence. Using guidance from the Joanna Briggs Institute and the Preferred Reporting Items for Systematic reviews and Meta-Analyses extension for Scoping Reviews (PRISMA-ScR), we conducted a rapid scoping review. MEDLINE, Embase, PsycINFO, and the Cochrane library were searched for literature published from inception to July 2018. All review stages were pilot-tested to calibrate reviewers. The titles/abstracts and full-text articles were screened by one reviewer to include quantitative primary studies that reported GD or IGD prevalence. Excluded citations were screened by a second reviewer to confirm exclusion. Charting was conducted by one reviewer and verified by another, to capture relevant data. Results were summarized descriptively in tables or text. We assessed 5550 potentially relevant citations. No studies on GD were identified. We found 160 studies of various designs that used 35 different methods to diagnose IGD. The prevalence of IGD ranged from 0.21–57.50% in general populations, 3.20–91.00% in clinical populations, and 50.42–79.25% in populations undergoing intervention (severe cases). Most studies were conducted in the Republic of Korea (n = 45), China (n = 29), and the USA (n = 20). Results are also?presented for severe IGD and by geographic region, gender/sex, and age groups (child, adolescent, adult). The five most frequently reported health-related variables were depression (67 times), Internet addiction (54 times), anxiety (48 times), impulsiveness (37 times), and attention-deficit hyperactivity disorder (24 times). Due to the variability in diagnostic approaches, knowledge users should interpret the wide IGD prevalence ranges with caution. In addition to further research on GD, consensus on the definition of IGD and how it is measured is needed, to better understand the prevalence of these conditions.
机译:2013年互联网游戏障碍(IGD)被纳入DSM-5,作为需要进一步研究的条件,以及2018年ICD-11中包含的游戏障碍(GD)。鉴于在诊断准则中包括这些条件的重要性,a审查是为了描述他们的流行。使用Joanna Briggs Institute的指导以及系统评论和Meta-Analys的首选报告项目,用于划分的评论(Prisma-SCR),我们进行了快速的审查。在2018年7月开始,搜查了Medline,Embase,Psycinfo和Cochrane图书馆的文献。所有审查阶段都被试验到校准审核人员。一个审查员筛选出标题/摘要和全文文章,包括报告GD或IGD患病率的定量初步研究。被排除的引文被第二次审稿人筛选,以确认排除。图表由一个审阅者进行并被另一个验证,以捕获相关数据。结果在表格或文本中描述了概述。我们评估了5550个潜在相关的引用。鉴定了对GD的研究。我们发现160项研究了使用35种不同方法来诊断IGD的各种设计。 IGD的患病率在一般人群中的0.21-57.50%,临床群体3.20-91.00%,患有干预的群体(严重案件)中的50.42-79.25%。大多数研究是在大韩民国(N = 45),中国(n = 29)和美国(n = 20)。结果也是如此?呈现严重的IGD和地理区域,性别/性和年龄组(儿童,青少年,成人)。五个最常报告的健康相关变量是抑郁症(67次),互联网成瘾(54次),焦虑(48次),冲动(37次)和注意力缺陷多动障碍(24次)。由于诊断方法的可变性,知识用户应谨慎地解释广泛的IGD流行范围。除了进一步研究GD外,还需要对IGD的定义的共识以及如何测量它,以更好地了解这些条件的患病率。

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