Cyberpsychol Behav Soc Network. 2015 Agusta;18(8):480-5. doi: 10.1089/cyber.2015.0092.
Eichenbaum A 1 , Kattner F 1 , Bradford D 1 , Gentile DA 2 , Green CS 1.
Abstract
Bincike ya nuna cewa ƙananan ƙananan waɗanda ke yin wasan kwaikwayo na yau da kullum suna nuna alamun dabi'u na dabi'a, tare da illa mai lalacewa ta hanyar m (misali, yana marigayi) zuwa tsanani (misali, rasa aiki). Duk da haka, har yanzu ba a bayyana ba ko iri iri, ko nau'i, na wasanni sun fi haɗari da haɗin Tsara ta Intanet (IGD).
Wani samfurin Jami'ar 4,744 na Wisconsin-Madison masu karatun digiri (Mage = 18.9 shekaru, SD = 1.9 shekaru; 60.5% mace) ya kammala takardun tambayoyin a kan bidiyon wasan kwaikwayo game da wasan kwaikwayo da kuma bayyanar IGD. Tsayawa da rahotanni na baya: 5.9-10.8% (dangane da ka'idoji) na mutanen da suka buga wasanni na bidiyo sun nuna alamun ayyukan wasan pathological.
Bugu da ƙari, hakikanin lokaci da kuma rawar da aka yi da wasanni na bidiyo sun fi tasiri tare da wasan kwaikwayo, idan aka kwatanta da aiki da wasu wasannin (misali, wasanni na waya). Binciken na yanzu yana ƙara goyon baya ga ra'ayin cewa ba duka wasan bidiyo bane. Maimakon haka, wasu nau'i na wasanni na bidiyo, musamman dabarun gaske da wasanni / wasanni na raga, suna da alaƙa da alamun bayyanar IGD.