互联网游戏障碍的流行,以及它与大学生之间的侵略性,冲动性和自杀念头的关联
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Updated: Mar 10, 2026

06:01
Transcranial Direct Current Stimulation for Online Gamers
Published on: November 9, 2019
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1Faculty of Public Health, Al-Quds University, P.O. Box 51000, Jerusalem, Palestine.
BMC psychology
|March 9, 2026
概括
超过一半的大学生显示,互联网游戏障碍的风险很高. 诸如过度的游戏时间,侵略性和冲动性等因素有助于这一令人担忧的趋势.
科学领域:
- 心理学 心理学 心理学
- 公共卫生 公共卫生
- 数字福利 数字福利
背景情况:
- 互联网游戏成 (IGA) 对个人和社会功能构成风险.
- 关于大学生中IGA患病率的研究有限.
- 这项研究通过在这个人口群体中检查IGA来解决这个差距.
研究的目的:
- 确定大学生中互联网游戏障碍 (IGD) 的流行率.
- 在这个人群中识别与IGD相关的因素.
- 为目标干预和未来研究提供信息.
主要方法:
- 一项涉及1282名大学生的横截面研究设计.
- 用于参与者招聘的便利抽样方法.
- 通过自我报告问卷收集的数据,包括冲动性,自杀行为,IGD和侵略性等等级.
主要成果:
- 显著的57.5%的大学生被发现有高风险的IGD.
- 增加互联网游戏时间 (每天1-4小时以上) 与更高的IGD风险相关.
- 诸如整天玩游戏,使用游戏来放松,高侵略性和冲动性等因素与增加IGD风险有关.
结论:
- 巴勒斯坦大学生患IGD的风险较高.
- 潜在的促成因素包括长时间使用互联网,缺乏时间管理,侵略性,冲动性和使用游戏来减轻压力.
- 建议在教育环境中对IGD,攻击性和冲动性进行查,并呼吁进行纵向研究.
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