مشخصات مقاله | |
ترجمه عنوان مقاله | ارتباط بین استفاده از بازی و سلامت روان در اوایل بزرگسالی: یک مطالعه سراسری در کره |
عنوان انگلیسی مقاله | Associations between game use and mental health in early adulthood: A nationwide study in Korea |
انتشار | مقاله سال 2022 |
تعداد صفحات مقاله انگلیسی | 7 صفحه |
هزینه | دانلود مقاله انگلیسی رایگان میباشد. |
پایگاه داده | نشریه الزویر |
نوع نگارش مقاله |
مقاله پژوهشی (Research Article) |
مقاله بیس | این مقاله بیس میباشد |
نمایه (index) | Scopus – Master Journals List – JCR – Medline |
نوع مقاله | ISI |
فرمت مقاله انگلیسی | |
ایمپکت فاکتور(IF) |
4.435 در سال 2020 |
شاخص H_index | 188 در سال 2021 |
شاخص SJR | 1.892 در سال 2020 |
شناسه ISSN | 0165-0327 |
شاخص Quartile (چارک) | Q1 در سال 2020 |
فرضیه | ندارد |
مدل مفهومی | دارد |
پرسشنامه | ندارد |
متغیر | دارد |
رفرنس | دارد |
رشته های مرتبط | پزشکی |
گرایش های مرتبط | روانپزشکی |
نوع ارائه مقاله |
ژورنال |
مجله | مجله اختلالات عاطفی – Journal of Affective Disorders |
دانشگاه | Department of Neuropsychiatry, Seoul National University Hospital, South Korea |
کلمات کلیدی | اعتیاد به بازی، سلامت روان، اوایل بزرگسالی |
کلمات کلیدی انگلیسی | Game addiction, Mental health, Early adulthood |
شناسه دیجیتال – doi |
https://doi.org/10.1016/j.jad.2021.10.064 |
کد محصول | E16014 |
وضعیت ترجمه مقاله | ترجمه آماده این مقاله موجود نمیباشد. میتوانید از طریق دکمه پایین سفارش دهید. |
دانلود رایگان مقاله | دانلود رایگان مقاله انگلیسی |
سفارش ترجمه این مقاله | سفارش ترجمه این مقاله |
فهرست مطالب مقاله: |
Highlights Abstract Keywords 1. Introduction 2. Materials and methods 3. Results 4. Discussion 5. Conclusion Data availability statement Role of the funding resources CRediT authorship contribution statement Declaration of Competing interest Acknowledgments Reference |
بخشی از متن مقاله: |
Abstract Background : The number of digital game users is increasing, and so is attention to digital gaming’s effects on mental health. We aimed to reveal if risky (game addiction) and usual game use (non-risky) are associated with mental health in early adulthood. Methods : Using data from the nationwide cross-sectional Korean Epidemic Catchment Area study for psychiatric disorders, 415 participants aged 18–30 years were divided into “non-game,” “usual game,” and “risky game” user groups based on the previous month’s game use and cut-off value of game overuse screening questionnaire. Multiple linear and logistic regressions revealed the association between game use groups, perceived mental health, and lifetime prevalence of clinical mental disorders including suicidal ideation. Results : Among the 415 participants, 167 were non-game users, 175, usual game users, and 73, risky game users. Risky game users self-reported decreased satisfaction and happiness, and a significantly higher lifetime prevalence of major depressive disorder, alcohol dependence, and suicidal ideation. Usual game users were significantly associated with higher lifetime prevalence of alcohol dependence and suicidal ideation. Self-reported happiness partially mediated between game use and lifetime suicidal ideation in risky, but not usual game users. Limitations : This study is a cross-sectional observational study which was not possible to define the temporal relationship. Conclusions : Both risky and usual game use are associated with mental health problems in early adulthood, indicating the need for careful mental health screening on not only risky game users but also usual game users. |