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从童年到青春晚期的互联网游戏障碍的结构和稳定性:一个5波出生队列研究
Lars Wichstrøm1,2, Beate W Hygen3, Daria J Kuss4
1Department of Psychology, Norwegian University of Science and Technology, Trondheim, Norway.
Addiction (Abingdon, England)
|September 20, 2025
概括
互联网游戏障碍 (IGD) 症状在青春期早期表现出适度的稳定性,但随着时间的推移而减弱. 早期干预是关键,因为大量参与可以预测负面后果,为预防提供一个窗口.
科学领域:
- 精神病学是一个精神病学.
- 发展心理学 发展心理学
- 公共卫生 公共卫生
背景情况:
- 互联网游戏障碍 (IGD) 症状的长期过程和稳定性尚不清楚.
- 了解IGD症状稳定性对于制定有效的预防和治疗策略至关重要.
研究的目的:
- 为了检查互联网游戏障碍 (IGD) 症状在时间上的稳定性.
- 调查从童年到青春期的群体,等级和个人层面的症状稳定性.
主要方法:
- 挪威特伦海姆的一项出生队列研究跟踪了10至18岁的个体.
- 使用半结构面试评估IGD症状,使用潜伏生长曲线和随机截取交叉滞后模型分析稳定性.
主要成果:
- IGD症状包括"严重参与"和"负面后果",表现为适度的两年稳定性,随着年龄的增长而增加.
- 严重的参与症状预测了后续增加的负面后果,特别是在12岁以后.
- 虽然点患病率很低,但10.2%的男孩在10-18岁之间至少经历过一次IGD.
结论:
- 10岁时的IGD症状与晚年青少年症状的联系很弱.
- 在消极后果升级之前,青春期早期是针对重型游戏参与的干预措施的关键窗口.
- 针对严重参与的早期迹象,可以防止更持久和有问题的IGD的发展.
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