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在西班牙青少年中,有问题的互联网使用和有问题的游戏的流行程度
Abel Nogueira-López1, Antonio Rial-Boubeta2, Ignacio Guadix-García3
1University of León, León, Spain; Institute of Psychology, University of Lausanne, Lausanne, Switzerland; Faculty of Psychology, University of Santiago de Compostela, Santiago de Compostela, Spain.
Psychiatry research
|June 23, 2023
概括
这项研究发现,使用DSM-5标准高估了青少年有问题的互联网使用和游戏. ICD-11框架为这些行为提供了更现实的流行率.
科学领域:
- 心理学 心理学 心理学
- 公共卫生 公共卫生
- 数字媒体研究 数字媒体研究
背景情况:
- 之前关于有问题的互联网使用和游戏的流行病学研究依赖于非代表性样本,导致不准确的流行率.
- 这项研究解决了对青少年有问题的数字行为患病率和风险因素的可靠数据的需求.
研究的目的:
- 在一大批西班牙青少年中估计问题性互联网使用和问题性游戏的流行程度.
- 确定与这些行为相关的风险和保护因素.
- 为了比较来自DSM-5和ICD-11框架的流行率.
主要方法:
- 在41507名西班牙青少年的网上数据收集.
- 使用了青少年问题互联网使用量表和青少年游戏成量表.
- 应用DSM-5启发 (切断方法) 和ICD-11启发 (保守方法) 的框架进行分析.
主要成果:
- 受DSM-5启发的方法产生了更高的患病率:有问题的互联网使用率为33%,有问题的游戏使用率为3.1%.
- 受ICD-11启发的方法提供了较低,更保守的利率:2.98%的问题互联网使用和1.8%的问题游戏.
- 确定了有问题的互联网使用 (女性性别,高等父母教育,增加互联网时间,深夜使用,在课堂上使用电话) 和有问题的游戏 (男性性别,不稳定的生活状况,增加互联网时间,在课堂上使用电话) 的预测因素.
结论:
- DSM-5的方法,回收物质使用标准,可能会过度病态化互联网和游戏行为.
- ICD-11框架似乎为有问题的互联网使用和游戏提供了更现实的和可靠的患病率估计.
- 了解特定的风险因素对于开发针对青少年的有针对性的干预措施至关重要.
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