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Prevalence of computer-gaming in the general population of adolescents: results from a Czech population-based survey
Behaviour & Information Technology ( IF 3.7 ) Pub Date : 2021-02-22 , DOI: 10.1080/0144929x.2021.1891461
Gabriel Kňažek 1 , Jaroslava Suchá 1 , Martin Dolejš 1 , Helena Pipová 1
Affiliation  

ABSTRACT

While video games can be helpful in personal development, participating in certain gaming activities may lead to negative effects such as video game addiction. The overuse of computer games, which can lead to reduced quality of life and affect a person’s practical skills. Around 3% of adolescents suffer from Internet Gaming Disorder (IGD), there is currently no universally accepted psychometric method. The AICA-S scale was applied to results from 3,901 respondents aged between 11 and 19. During the 2017/2018 school year, a battery of questionnaires in "pen and paper" form was administered to students at primary schools and secondary schools. The respondents were selected from all the regions of the Czech Republic through a random stratified selection to ensure that the respondents were an accurate representation of students across the Czech Republic. The results were obtained using statistical methods such as ANOVA, chi-square tests and t-tests. These results affirm the psychometric quality of AICA-S and note the prevalence of IGD among Czech adolescents. Based on our results, 0.8% of our respondents fulfilled the criteria for an IGD.



中文翻译:

青少年一般人群中的电脑游戏流行率:捷克人口调查的结果

摘要

虽然电子游戏有助于个人发展,但参与某些游戏活动可能会导致负面影响,例如电子游戏成瘾。过度使用电脑游戏,会导致生活质量下降,影响一个人的实践技能。大约 3% 的青少年患有网络游戏障碍 (IGD),目前还没有普遍接受的心理测量方法。AICA-S 量表应用于 3,901 名 11 至 19 岁受访者的结果。在 2017/2018 学年,我们向中小学学生发放了一系列“纸笔”形式的问卷。受访者是通过随机分层选择从捷克共和国的所有地区选出的,以确保受访者准确代表了捷克共和国的学生。结果是使用统计方法获得的,例如方差分析、卡方检验和 t 检验。这些结果肯定了 AICA-S 的心理测量质量,并注意到捷克青少年中 IGD 的流行。根据我们的结果,0.8% 的受访者符合 IGD 的标准。

更新日期:2021-02-22
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