Reframing gaming video and Internet use addiction: Perbandingan cross-nasional empiris penggunaan berat liwat waktu dan ketagihan timbangan antarane pangguna enom (2015)

2015 Oct 9. aja: 10.1111 / add.13192. 

Baggio S1, Dupuis M2, Studer J3, Spilka S4, Daeppen JB2, Simon O5, Berchtold A1,6, Gmel G3,7,8,9.

Abstract

BACKGROUND AND AIMS:

Panaliten babagan kelainan adiktif sing basis lan dipercaya dibutuhake ing penilaian umum. Siji panaliten ngandhakake yen nggunakake abot ing wektu (UOT) kudu digunakake tinimbang timbangan kecanduan sing dilaporake dhewe (AS). Panliten iki ngandharake babagan UOT lan AS babagan video game lan nggunakake internet, nggunakake asosiasi karo faktor komorbid.

DESIGN:

Data cross-sectional saka survey ESCAPAD 2011 French; data cross-sectional saka 2012 Swiss [email dilindhungi] sinau; lan rong gelombang data longitudinal (2010-2013) saka Swiss Longitudinal Study Cohort ing Substansi Gunakake Risk Factors (C-SURF).

NGATUR:

Telung conto perwakilan saka populasi umum saka Perancis lan Swiss, lan wong Swiss enom, sing umuré watara 17, 14, lan 20.

PARTICIPANTS:

ESCAPAD: n = 22,945 (47.4% pria); [email dilindhungi]: n = 3,049 (50% pria); C-SURF: n = 4,813 (baseline + follow-up, 100% men).

Pangukuran:

Kita nganilai video game / Internet UOT (ESCAPAD lan [email dilindhungi]: jam sing ngginakaken online saben minggu, C-SURF: skor wektu sing ngginakaken game / nggunakake Internet) lan AS (ESCAPAD: Masalah Internet Gunakake Questionnaire, [email dilindhungi]: Internet Addiction Test, C-SURF: Gaming AS). Komorbiditas ditaksir kanthi kasil kesehatan (ESCAPAD: evaluasi kesehatan fisik kanthi item siji, pikirane suicidal, lan janjian karo psikiater; [email dilindhungi]: WHO-5 lan masalah kesehatan somatik; C-SURF: SF12 lan MDI).

TUTUP:

UOT lan AS padha hubungan cukup (ESCAPAD: r = 0.40, [email dilindhungi]: r = 0.53, lan C-SURF: r = 0.51). Asosiasi AS karo faktor comorbidity luwih dhuwur tinimbang UOT ing cross sectional (AS: 0.006 ≤ | b | ≤ 2.500, UOT: 0.001 ≤ | b | ≤ 1.000) lan analisis longitudinal (AS: 0.093 ≤ | b | ≤ 1.079 , UOT: 0.020 ≤ | b | ≤ 0.329). Hasil padha mirip gender ing ESCAPAD lan [email dilindhungi] (wong: AS: 0.006 ≤ | b | ≤ 0.211, UOT: 0.001 ≤ | b | ≤ 0.061; wanita: AS: 0.004 ≤ | b | ≤ .155, UOT: 0.001 ≤ | b | ≤ 0.094).

KESIMPULAN:

Pengukuran panggunaan abot liwat wektu (UOT) nyakup bagean video game / Internet nggunakake adoh tanpa tumpang tindih kanthi gedhe kanthi asil ngukur dening timbangan kecanduan dilaporake dhewe (AS). Ngukur pangguna video game / Internet liwat kacepetan kacathet AS luwih banget nyatakake faktor comorbiditas tinimbang UOT abot.

Artikel iki dilindhungi dening hak cipta. Kabeh hak dilindhungi.