Effect of online game policy on smartphone game play time, addiction, and emotion in rural adolescents of China

被引:13
作者
Yang, Qiongyao [1 ,2 ,3 ]
Wang, Han [1 ,2 ,4 ]
Wu, Hongye [1 ,2 ]
Li, Wei [1 ,2 ]
Zhang, Yueyue [3 ]
Yao, Yitan [1 ,2 ,3 ]
Yuan, Xiaoping [1 ,2 ]
Chen, Chuanchuan [1 ,2 ,3 ]
Wang, Yue [1 ,2 ,3 ]
Zhong, Yongjie [1 ,2 ,3 ]
Wang, Wenhui [1 ,2 ,3 ]
Zhang, Miaomiao [1 ,2 ,3 ]
Yang, Yating [1 ,2 ,3 ]
Liu, Huanzhong [1 ,2 ]
Zhang, Kai [1 ,2 ]
机构
[1] Anhui Med Univ, Dept Psychiat, Chaohu Hosp, Hefei 238000, Peoples R China
[2] Anhui Med Univ, Anhui Psychiat Ctr, Hefei, Peoples R China
[3] Anhui Med Univ, Sch Mental Hlth & Psychol Sci, Hefei, Peoples R China
[4] Fourth Peoples Hosp Maanshan, Dept Psychiat, Maanshan, Peoples R China
关键词
Adolescent; Emotions; Gaming disorder; Policy; Smartphone addiction; INTERNET GAMING DISORDER; SOCIAL ANXIETY; CHILDREN;
D O I
10.1186/s12888-023-05325-3
中图分类号
R749 [精神病学];
学科分类号
100205 ;
摘要
BackgroundSmartphone game addiction has emerged as a major public health problem in China and worldwide. In November 2019 and August 2021, the National Press and Publication Administration of China implemented two increasingly strict policies, as a means of preventing smartphone game addiction in adolescents aged 18 or below. This study aimed to analyze the effect of the policies on smartphone game play time, addiction, and emotion among rural adolescents in China.MethodsWe sent the questionnaire to rural adolescents through the online survey tool Questionnaire Star, a professional online survey evaluation platform. The questionnaire included demographic data, smartphone use survey, smartphone game addiction and emotion evaluation scales. The Smartphone Addiction Scale-Short Version (SAS-SV) measured adolescents' smartphone game addiction. The Short Version of UPPS-P Impulsive Behavior Scale (SUPPS-P) and Social Anxiety Scale for Children (SASC) measured emotion. According to SAS-SV score, the enrolled rural adolescents were divided into addiction group and non-addiction group. The t-test, Chi-square test, and repeated measure ANOVA assessed the effect of the policies on adolescents' smartphone game addiction and emotion.ResultsAmong enrolled 459 rural adolescents with a mean age of 14.36 +/- 1.37years, 151 (32.90%) were in the addiction group and 308 (67.10%) were in the non-addiction group. Adolescents in the addiction group were older, more male, and higher grade. There were time and group effects between the two groups in playtime. After a year of policies implementation, the weekly game time dropped from 3.52 +/- 1.89 h to 2.63 +/- 1.93 h in the addiction group and from 2.71 +/- 1.75 h to 2.36 +/- 1.73 h in the non-addiction group. There were also time and group effects in SAS-SV and SASC scores, but not for SUPPS-P score. In the addiction group, the SAS-SV score dropped from 41.44 +/- 7.45 to 29.58 +/- 12.43, which was below the cut-off value for addiction, and the level of social anxiety was consistently higher than non-addiction group.ConclusionsThe playtime of rural adolescents spent on smartphone games has decreased significantly due to the restriction of the policies rather than the lack of addiction or social anxiety. The policies had practically significant effects in reducing smartphone game play time for rural adolescents in China.
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页数:8
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