Prevalence and Correlates of Internet Gaming Problem among Internet Users: Results from an Internet Survey

被引:0
作者
Subramaniam, Mythily [1 ]
Chua, Boon Yiang [1 ]
Abdin, Edimansyah [1 ]
Pang, Shirlene [1 ]
Satghare, Pratika [1 ]
Vaingankar, Janhavi A. [1 ]
Verma, Swapna [2 ]
Ong, Say How [3 ,4 ]
Picco, Louisa [1 ]
Chong, Siow Ann [1 ]
机构
[1] Inst Mental Hlth, Div Res, Buangkok Green Med Pk,10 Buangkok View, Singapore 539747, Singapore
[2] Inst Mental Hlth, Dept Early Psychosis Intervent, Singapore, Singapore
[3] Inst Mental Hlth, Dept Child & Adolescent Psychiat, Singapore, Singapore
[4] KK Womens & Childrens Hosp, Dept Psychol Med, Singapore, Singapore
基金
英国医学研究理事会;
关键词
Gamers; Massively multiplayer online role-playing games; Psychological distress; EXCESSIVE COMPUTER GAME; PSYCHOMETRIC PROPERTIES; SOCIAL PHOBIA; RISK-FACTORS; ADDICTION; ADOLESCENTS; SELF; ASSOCIATION; PERSONALITY; DEPENDENCY;
D O I
暂无
中图分类号
R5 [内科学];
学科分类号
1002 ; 100201 ;
摘要
Introduction: The current study aimed to establish the prevalence of internet gaming disorder (IGD) and its association with demographic characteristics, game genre, game use (time spent on gaming), as well as psychological distress, social phobia and well-being among current online gamers in Singapore. Materials and Methods: A total of 1251 participants aged 13 to 40 years completed the study which was administered as a web survey. The online questionnaire was designed using QuestionPro, and consisted of 8 sections and 105 questions. The 9-item Internet Gaming Disorder Questionnaire was used to establish the prevalence of IGD in the study. A series of logistic regression models were used to examine the associations between IGD, demographic characteristics and game genre, as well as IGD and psychological distress, social phobia and well-being. Results: The prevalence of IGD established using a cutoff of 5 among those who were current online gamers was 17.7 A. Multiple logistic regressions revealed that those meeting criteria of IGD were more likely to be older, reported an earlier age of onset of playing online games, had primary and secondary education versus tertiary education, were currently students versus being currently employed and played massively multiplayer online role-playing games. Distress and social anxiety were higher while satisfaction with life was significantly lower among those who met criteria for IGD than those who did not meet the criteria. Conclusion: The prevalence of IGD and its negative consequences in our sample of current online gamers was significant and point towards the need for further clinical studies and innovative interventions to address the problem.
引用
收藏
页码:174 / 183
页数:10
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