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Gaming patterns and related symptoms in adolescents using cluster analysis: Baseline results from the Internet User Cohort for Unbiased Recognition of Gaming Disorder in Early Adolescence (iCURE) study.
Environmental Research ( IF 7.7 ) Pub Date : 2019-12-31 , DOI: 10.1016/j.envres.2019.109105
Hyunsuk Jeong 1 , Hyeon Woo Yim 1 , Sun-Jin Jo 1 , Seung-Yup Lee 2 , Hae Kook Lee 2 , Douglas A Gentile 3 , Hye Jung Son 1 , Hyun-Ho Han 1 , Yong-Sil Kweon 2 , Soo-Young Bhang 4 , Jung-Seok Choi 5
Affiliation  

PURPOSE The risk and protective factors of Internet gaming disorder (IGD) could vary by individual. The identification of more homogeneous subgroups may lead to better understanding of gaming behaviors and their consequences in adolescents. The purpose of this study was to investigate the prevalence of IGD among the subgroups defined by cluster analysis in adolescents. METHODS A total of 2319 adolescents were enrolled in the Internet User Cohort for Unbiased Recognition of Gaming Disorder in Early Adolescence (iCURE) study at baseline. Self-reported IGD was assessed with a DMS-5 adapted measurement. Smartphone addiction, musculoskeletal discomfort, and dry eye symptoms were evaluated by self-administered questionnaires. Cluster analysis was performed using risk and protective factors of IGD after considering multicollinearity. RESULTS Three different clusters were identified. Cluster 1 (19.2%) was users with combined potential psychological and social issues. Cluster 2 (32.3%) was users with potential social but no psychological issues. Cluster 3 (45.6%) was users with no potential issues of either a social or psychological nature. Adolescents from both clusters 1 and 2 showed higher degrees of IGD, smartphone addiction, musculoskeletal discomfort, and dry eye symptoms than did those from cluster 3. Also compared with adolescents in cluster 3, those in cluster 1 showed statistically higher risks of IGD (aOR:11.9, 95%CI:7.5-19.9), smartphone addiction (aOR:5.4, 95%CI:4.0-7.2), musculoskeletal discomfort (aOR:2.6, 95%CI:2.1-7.4), and dry eye symptoms (aOR:3.8, 95%CI:3.0-4.9). Those in cluster 2 also showed statistically higher risk of IGD, smartphone addiction, musculoskeletal discomfort, and dry eye symptoms compared with cluster 3 (aOR:4.5, 95%CI:2.8-7.6; aOR:2.8, 95%CI:2.1-3.7; aOR:1.6, 95%CI:1.3-1.9; and aOR:1.9, 95%CI:1.6-2.4, respectively). CONCLUSIONS Clustering based on the risk and preventive factors of IGD may be suitable for determination of high risk of IGD in adolescents. However, we need to confirm the usefulness and clinical application of the classifications by observing their longitudinal changes.

中文翻译:

使用聚类分析的青少年游戏模式和相关症状:来自互联网用户队列的基线结果,表明对青少年早期游戏障碍的无偏见研究(iCURE)。

目的互联网游戏障碍(IGD)的风险和保护因素可能因人而异。识别更多同质亚群可能会导致人们更好地理解游戏行为及其在青少年中的后果。本研究的目的是调查通过聚类分析在青少年中确定的亚组中IGD的患病率。方法基线时,共有2319名青少年参加了互联网用户队列,以进行早期青春期游戏障碍的无偏识别(iCURE)研究。使用DMS-5适应性评估评估自我报告的IGD。通过自行管理的问卷调查评估了智能手机上瘾,肌肉骨骼不适和干眼症状。在考虑多重共线性之后,使用IGD的风险和保护因素进行了聚类分析。结果确定了三个不同的簇。类别1(19.2%)是具有潜在的心理和社会问题相结合的用户。类别2(32.3%)是具有潜在社交功能但没有心理问题的用户。类别3(45.6%)是没有社交或心理性质潜在问题的用户。与第3组相比,第1组和第2组的青少年均表现出较高的IGD程度,智能手机成瘾,肌肉骨骼不适和干眼症状。而且,与第3组的青少年相比,第1组的青少年在统计学上具有较高的IGD风险(aOR :11.9,95%CI:7.5-19.9),智能手机成瘾(aOR:5.4、95%CI:4.0-7.2),肌肉骨骼不适(aOR:2.6、95%CI:2.1-7.4)和干眼症(aOR :3.8,95%CI:3.0-4.9)。类别2中的人也显示出IGD,智能手机成瘾,与组3相比肌肉骨骼不适和干眼症状(aOR:4.5,95%CI:2.8-7.6; aOR:2.8,95%CI:2.1-3.7; aOR:1.6,95%CI:1.3-1.9;和aOR :1.9,95%CI:1.6-2.4)。结论基于IGD的风险和预防因素的聚类可能适用于确定青少年IGD的高风险。但是,我们需要通过观察其纵向变化来确认分类的有用性和临床应用。
更新日期:2019-12-31
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