Influence of an Esports Program on Problematic Gaming in Children with Autistic Spectrum Disorder: A Pilot Study

Influence of an Esports Program on Problematic Gaming in Children with Autistic Spectrum Disorder: A Pilot Study
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DOI:
10.3390/bs12060172
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发表时间:
2022-05-31
影响因子:
2.6
通讯作者:
Ueno, Shu-ichi
Ueno, Shu-ichi
中科院分区:
心理学4区
文献类型:
--
作者:
Kawabe, Kentaro;Horiuchi, Fumie;Hosokawa, Rie;Nakachi, Kiwamu;Soga, Junya;Ueno, Shu-ichi

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电子竞技(电子运动)项目是竞技游戏的一种变体,近年来在全球范围内扩展。问题游戏和游戏障碍(GD)的患病率预计将增加在青少年。患有自闭症谱系障碍(ASD)的儿童使用数字游戏的比例很高,他们的特征,如社交沟通缺陷和兴趣限制,可能会导致游戏问题。在这项研究中,我们旨在研究参与电子竞技项目是否会导致ASD儿童出现游戏问题或焦虑。在电子竞技项目开始前和三个月的随访时间点,评估了8名ASD儿童的网络游戏障碍测试(IGD-20)分数、Kid-KINDL分数和在家玩游戏的时间。该项目每周在福利服务中心举行一次,参与者进行60分钟的固定游戏。结果表明,在节目结束后,任何分数都没有明显恶化。我们的计划提供了充分考虑电子竞技的参与时间和频率,游戏类型和参与者的动机。尽管这一初步研究受到小样本规模的限制,但我们得出的结论是,这些活动导致问题游戏的风险可能很低。
Esports (electronic sports) programs are a variant of competitive gaming and have expanded worldwide in recent years. The prevalence of problematic gaming and gaming disorders (GD) is predicted to increase in adolescents. Children with autism spectrum disorder (ASD) have a high rate of digital gaming use, and their characteristics, such as social communication deficits and restricted interests, might contribute to problematic gaming. In this study, we aimed to examine whether participation in an Esports program would lead to problematic gaming or GD in children with ASD. The Internet Gaming Disorder Test (IGD-20) scores, Kid-KINDL scores, and gaming time at home were assessed in eight children with ASD before beginning the Esports program and at the three-month follow-up timepoint. The program was held once a week at the welfare service center, where the participants played a set game for 60 min. The results indicated there was no significant worsening in any of the scores after the program. Our program provided the participation time and frequency of Esports, type of game, and motivation of the participants are adequately considered. Even though this pilot study is limited by the small sample size, we concluded that the risk of these activities leading to problematic gaming might be low.
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