Game‐related behaviors among children and adolescents after school closure during the COVID‐19 pandemic: A cross‐sectional study

Game‐related behaviors among children and adolescents after school closure during the COVID‐19 pandemic: A cross‐sectional study
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COVID-19 大流行期间学校停课后儿童和青少年与游戏相关的行为:一项横断面研究

DOI:
10.1002/pcn5.37
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发表时间:
2022
期刊:
Psychiatry and Clinical Neurosciences Reports
影响因子:
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通讯作者:
Hiroki Ozawa
Hiroki Ozawa
中科院分区:
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文献类型:
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作者:
Naoki Yamamoto;Yoshiro Morimoto;Hirohisa Kinoshita;Hirokazu Kumazaki;Sumihisa Honda;Ryoichiro Iwanaga;Akira Imamura;Hiroki Ozawa

文献摘要

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近年来,年轻人接触数字游戏内容的增加引发了严重的健康问题。由于COVID-19疫情持续,全球范围内实施的社会限制(如学校关闭)可能会增加年轻人对游戏的接触,并导致他们对游戏上瘾。在这项研究中,我们调查了日本学生在COVID-19学校关闭期间的游戏行为。MethodsStudents完成了关于他们的生活条件,游戏相关行为,网络成瘾诊断,心理困难和COVID-19大流行的影响的问卷。我们比较了符合ICD-11 MMS中游戏障碍诊断标准的潜在游戏障碍风险(本文中参考ICD-11 MMS游戏障碍标准[PGD]定义的潜在游戏障碍风险)学生和对照学生之间的反应差异。Logistic回归分析进行预测的程度的因素,有助于潜在的gaming disorder.ResultsFour thousand 48参与者完成了调查。与对照组学生(93%)相比,(本文中的定义参考了ICD-11游戏障碍MMS标准,PGD)学生(7%)报告玩游戏的时间更长,在游戏内购买花费更多的钱,开始玩游戏时年龄较小,表现出对互联网的依赖倾向,避免上学或旷课,并表明需要心理支持此外,PGD组的参与者比对照组的参与者报告了更多的对COVID-19的焦虑,以及在COVID-19大流行期间玩游戏的时间和花在游戏上的钱的增加。结论这些结果表明,被归类为游戏障碍的年轻人不仅表现出与游戏相关的特征行为,而且可能在心理和社会方面脆弱,需要特殊的支持,尤其是在2019冠状病毒病大流行期间。
AimIncreased exposure to digital gaming content among youth in recent years has raised serious health concerns. Social restrictions such as school closures, imposed worldwide because of the ongoing COVID‐19 pandemic, may increase exposure to gaming and lead to addictive gaming behavior in young people. In this study, we investigated gaming behaviors among Japanese students during COVID‐19 school closures.MethodsStudents completed questionnaires regarding their living conditions, game‐related behaviors, diagnosis of Internet addiction, psychological difficulties, and the impact of the COVID‐19 pandemic. We compared differences between the responses of potentially at risk for gaming disorder (potentially at risk for gaming disorder; defined in this paper with reference to the ICD‐11 MMS criteria for gaming disorder [PGD]) students who met the criteria for a diagnosis of gaming disorder in ICD‐11 MMS and those of control students. Logistic regression analysis was performed to predict the extent of factors contributing to potential gaming disorder.ResultsFour thousand and forty‐eight participants completed the survey. Compared with control students (93%), potentially at risk for gaming disorder (defined in this paper with reference to the ICD‐11 MMS criteria for gaming disorder, PGD) students (7%) reported playing games for longer times, spending more money on in‐game purchases, were of younger age at the start of game playing, showed a tendency toward Internet dependence, practised school avoidance or absenteeism, and demonstrated the need for psychological support. Moreover, participants in the PGD group reported more anxiety about COVID‐19 than control participants, as well as an increase in game‐playing time and amount of money spent on games during the COVID‐19 pandemic.ConclusionThese results indicate that young people classified as having a gaming disorder not only exhibit characteristic game‐related behaviors but may be psychologically and socially vulnerable and need special support, especially during the ongoing COVID‐19 pandemic.