当前位置: X-MOL 学术medRxiv. Psychiatry Clin. Psychol. › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Prevalence and risk factors of internet gaming disorder and problematic internet use before and during the COVID-19 pandemic: A large online survey of Japanese adults
medRxiv - Psychiatry and Clinical Psychology Pub Date : 2021-03-31 , DOI: 10.1101/2021.03.30.21254614
Taiki Oka , Toshitaka Hamamura , Yuka Miyake , Nao Kobayashi , Masaru Honjo , Mitsuo Kawato , Takatomi Kubo , Toshinori Chiba

Internet gaming disorder (IGD) and problematic internet use (PIU) are becoming increasingly detrimental in modern society, with serious consequences for daily functioning. IGD and PIU may be exacerbated by lifestyle changes imposed by the coronavirus 2019 (COVID-19) pandemic. This study investigated changes in IGD and PIU during the pandemic and risk factors for them. This study is a part of a larger online study on problematic smartphone use in Japan, originally planned in 2019, and expanded in August 2020 to include the impact of COVID-19. 51,246 adults completed an online survey during the pandemic (August 2020), in Japan. Of these, 3,938 had also completed the survey before the onset of the pandemic (December, 2019) and were used as the study population to determine how the pandemic has influenced IGD and PIU. IGD was assessed using the Internet Gaming Disorder Scale (IGDS). PIU was measured using the Compulsive Internet Use Scale (CIUS). The prevalence of probable IGD during COVID-19 was 4.1% [95%CI, 3.9% to 4.2%] overall (N=51,246), and 8.6% among younger people (age < 30), higher than reported before the pandemic (1 - 2.5%). Probable PIU was 7.8% [95%CI, 7.6% to 8.1%] overall, and 17.0% [95%CI, 15.9% to 18.2%] among younger people, also higher than reported before the pandemic (3.2 - 3.7%). Comparisons before and during the pandemic, revealed that probable IGD prevalence has increased 1.6 times, and probable PIU prevalence by 1.5 times (IGD: t3937 = 5.93, p < .001, PIU: t3937 = 6.95, p < .001). Youth (age < 30) and COVID-19 infection were strongly associated with IGD exacerbation (odds ratio, 2.10 [95%CI, 1.18 to 3.75] and 5.67 [95%CI, 1.33 to 24.16]). Internet gaming disorder and problematic internet use appear to be aggravated by the pandemic. In particular, younger persons and people infected with COVID-19 are at higher risk for Internet Gaming Disorder. Prevention of these problems is needed.

中文翻译:

在COVID-19大流行之前和期间,互联网游戏障碍和互联网使用问题的患病率和风险因素:一项针对日本成年人的大型在线调查

互联网游戏障碍(IGD)和有问题的互联网使用(PIU)在现代社会中变得越来越有害,对日常工作造成严重影响。因2019年冠状病毒(COVID-19)大流行而导致的生活方式改变可能会加剧IGD和PIU。这项研究调查了大流行期间IGD和PIU的变化及其危险因素。这项研究是一项针对日本智能手机使用问题的大型在线研究的一部分,该研究最初计划于2019年进行,并于2020年8月进行扩展,以纳入COVID-19的影响。在日本大流行期间(2020年8月),有51,246名成年人完成了在线调查。其中,有3,938位在大流行开始之前(2019年12月)也完成了调查,并被用作研究人群以确定大流行如何影响了IGD和PIU。使用互联网游戏障碍量表(IGDS)对IGD进行了评估。使用强制互联网使用量表(CIUS)来测量PIU。总体而言,COVID-19期间可能发生的IGD患病率为4.1%[95%CI,3.9%至4.2%](N = 51,246),年轻人(年龄<30岁)中的患病率为8.6%,高于大流行前的报道(1)。 -2.5%)。年轻人中可能的PIU总体为7.8%[95%CI,7.6%至8.1%],在年轻人中为17.0%[95%CI,15.9%至18.2%],也高于大流行前的报道(3.2-3.7%)。大流行之前和期间的比较表明,可能的IGD患病率增加了1.6倍,而PIU的患病率增加了1.5倍(IGD:年轻人(年龄小于30岁)中有6%的人,比大流行前的报道(1-2.5%)高。年轻人中可能的PIU总体为7.8%[95%CI,7.6%至8.1%],在年轻人中为17.0%[95%CI,15.9%至18.2%],也高于大流行前的报道(3.2-3.7%)。大流行之前和期间的比较表明,可能的IGD患病率增加了1.6倍,而PIU的患病率增加了1.5倍(IGD:年轻人(年龄小于30岁)中有6%的人,比大流行前的报道(1-2.5%)高。年轻人中可能的PIU总体为7.8%[95%CI,7.6%至8.1%],在年轻人中为17.0%[95%CI,15.9%至18.2%],也高于大流行前的报道(3.2-3.7%)。大流行之前和期间的比较表明,可能的IGD患病率增加了1.6倍,而PIU的患病率增加了1.5倍(IGD:t 3937 = 5.93,p <.001,PIU:t 3937 = 6.95,p <.001)。青年(<30岁)和COVID-19感染与IGD加重密切相关(赔率分别为2.10 [95%CI,1.18至3.75]和5.67 [95%CI,1.33至24.16])。流行病加剧了互联网游戏混乱和互联网使用问题。特别是,年轻人和感染了COVID-19的人罹患互联网游戏障碍的风险更高。需要预防这些问题。
更新日期:2021-04-01
down
wechat
bug