1.Prevalence of internet addiction and the related factors in middle school students in Guangzhou.
Yong-biao XIE ; Ping ZHOU ; Li-ping XU ; Zi-wen PENG
Journal of Southern Medical University 2010;30(8):1801-1804
OBJECTIVETo study the status of and the factors contributing to Internet addiction among middle school students in Guangzhou.
METHODSCluster sampling method was used to recruit an urban middle school, a rural junior middle school and a rural senior high school to conduct the survey with the stressful life event questionnaire, the trait-oriented coping styles questionnaire and the Internet Addiction Test.
RESULTSThe majority of respondents were classified as normal users of the Internet (n=1392, 89.2%), with 158 (10.2%) moderately and 10 (0.6%) severely addicted to the Internet. Fifty-eight students had never used the Internet. There were significant differences in gender, the father's education, the 4 dimensions of the stressful life event questionnaire and the coping styles between students with and without Internet addiction. Binary logistic analysis showed that the factors contributing to Internet addiction included passive coping styles, male gender and stressful life event experienced in family and interpersonal communication.
CONCLUSIONSThe incidence of Internet addiction is high among middle school students in Guangzhou. Male students with stressful life events in family and interpersonal communication, poor education on the part of the father, and frequent use of negative coping styles are more likely to develop Internet addiction.
Adolescent ; Behavior, Addictive ; epidemiology ; China ; epidemiology ; Female ; Humans ; Internet ; Male ; Prevalence ; Students ; psychology ; Surveys and Questionnaires
2.Inter-population and inter-individual effect of education attainment on men's behavior of smoking: China multi-center study of cardiovascular epidemiology.
Min LU ; Yang-feng WU ; Ying LI ; Lian-cheng ZHAO ; Jun YANG
Acta Academiae Medicinae Sinicae 2002;24(4):354-358
OBJECTIVETo study the inter-population and inter-individual effect of education attainment on men's behavior of smoking in China.
METHODA cross-sectional study of 7,415 men, aged 35-59 years, from 15 population samples was carried out in 1998. Information on education attainment and smoking was collected by standardized questionnaires. The population samples were divided into 2 groups according to the proportion of men with college or above education attainment: group I had an average 25.8% of men with college or above education attainment, and group II had an average 2.0% of men with college or above education attainment.
RESULTS(1) In group I, the percent of ever smokers, current smokers, deeper smoker, and ever smokers with cessation due to disease and the average number of cigarettes per day for the smokers were significantly lower than in group II (66.2%, 56.4%, 34.4%, 47.8%, 17.2 cigarettes/day vs 75.8%, 64.4%, 40.3%, 58.4%, 20.4 cigarettes/day, respectively). (2) The percent of current smokers and the number of cigarettes decreased with increased education attainment in both groups. Taking the men with college or above education attainment in group I as reference, the odd ratio of smoking for those with high school education in group I was 1.8 (95% CI: 1.5-2.1), for those with middle school or lower education in group I was 2.0(95% CI: 1.7-2.5), for those with college or above education in group II was 1.4(95% CI: 0.9-2.1), for those with high school education in group II was 1.7(95% CI: 1.4-2.1), and for those with middle school or lower education in group II was 2.4 (95% CI: 2.1-2.8).
CONCLUSIONSmoking behavior was affected by both individual education attainment and population education level. Smoking cessation measures should be focused on the development of better anti-smoking environment, such as education development, health promotion, etc.
Adult ; Behavior, Addictive ; China ; epidemiology ; Cross-Sectional Studies ; Educational Status ; Humans ; Male ; Middle Aged ; Sampling Studies ; Smoking ; epidemiology ; psychology ; Surveys and Questionnaires ; standards
3.Factors on Internet Game Addiction among Adolescents.
Hyun Sook PARK ; Yun Hee KWON ; Kyung Min PARK
Journal of Korean Academy of Nursing 2007;37(5):754-761
PURPOSE: The purpose of this study was to explore factors related to internet game addiction for adolescents. METHOD: This study was a cross-sectional survey, and data was collected through self-report questionnaires. Data was analyzed using the SPSS program. RESULTS: In logistic regression analysis, the risk of being addicted to internet games was2.22 times higher in males than females. Adolescents with low and middle academic performance also had a higher risk(2.08 times and2.54 times) to become addicted to internet games. For the location of the computer, the risk of becoming addicted to internet games were .01 times lower in the living room or brother or sisters' room than in their own room. The risk of becoming addicted to internet games was 1.18 times higher in the higher usage time of internet games. The risk of becoming addicted to internet games was .49 times lower in the more accepting and autonomic parents' rearing attitude and .02 times lower in the high self-efficacy group than the low group. CONCLUSION: The result of this study suggests that there are noticeable relationships between internet game addiction and gender, academic performance, location of computer, usage time of internet games, parents' rearing attitude, and self efficacy.
Adolescent
;
Attitude to Computers
;
Behavior, Addictive/*epidemiology/psychology
;
Cross-Sectional Studies
;
Female
;
Humans
;
Internal-External Control
;
*Internet
;
Interpersonal Relations
;
Male
;
Questionnaires
;
Regression Analysis
;
Risk Factors
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*Video Games
4.Pathological video-gaming among Singaporean youth.
Hyekyung CHOO ; Douglas A GENTILE ; Timothy SIM ; Dongdong LI ; Angeline KHOO ; Albert K LIAU
Annals of the Academy of Medicine, Singapore 2010;39(11):822-829
INTRODUCTIONIncrease in internet use and video-gaming contributes to public concern on pathological or obsessive play of video games among children and adolescents worldwide. Nevertheless, little is known about the prevalence of pathological symptoms in video-gaming among Singaporean youth and the psychometric properties of instruments measuring pathological symptoms in video-gaming.
MATERIALS AND METHODSA total of 2998 children and adolescents from 6 primary and 6 secondary schools in Singapore responded to a comprehensive survey questionnaire on sociodemographic characteristics, video-gaming habits, school performance, somatic symptoms, various psychological traits, social functioning and pathological symptoms of video-gaming. After weighting, the survey data were analysed to determine the prevalence of pathological video-gaming among Singaporean youth and gender differences in the prevalence. The construct validity of instrument used to measure pathological symptoms of video-gaming was tested.
RESULTSOf all the study participants, 8.7% were classified as pathological players with more boys reporting more pathological symptoms than girls. All variables, including impulse control problem, social competence, hostility, academic performance, and damages to social functioning, tested for construct validity, were significantly associated with pathological status, providing good evidence for the construct validity of the instrument used.
CONCLUSIONThe prevalence rate of pathological video-gaming among Singaporean youth is comparable with that from other countries studied thus far, and gender differences are also consistent with the findings of prior research. The positive evidence of construct validity supports the potential use of the instrument for future research and clinical screening on Singapore children and adolescents' pathological video-gaming.
Adolescent ; Behavior, Addictive ; epidemiology ; pathology ; psychology ; Child ; Diagnostic and Statistical Manual of Mental Disorders ; Female ; Health Surveys ; Humans ; Male ; Prevalence ; Psychopathology ; Sex Factors ; Singapore ; epidemiology ; Socioeconomic Factors ; Statistics as Topic ; Surveys and Questionnaires ; Video Games ; adverse effects ; psychology
5.Prevalence and Correlates of Internet Gaming Problem among Internet Users: Results from an Internet Survey.
Mythily SUBRAMANIAM ; Boon Yiang CHUA ; Edimansyah ABDIN ; Shirlene PANG ; Pratika SATGHARE ; Janhavi A VAINGANKAR ; Swapna VERMA ; Say How ONG ; Louisa PICCO ; Siow Ann CHONG
Annals of the Academy of Medicine, Singapore 2016;45(5):174-183
INTRODUCTIONThe current study aimed to establish the prevalence of internet gaming disorder (IGD) and its association with demographic characteristics, game genre, game use (time spent on gaming), as well as psychological distress, social phobia and well-being among current online gamers in Singapore.
MATERIALS AND METHODSA total of 1251 participants aged 13 to 40 years completed the study which was administered as a web survey. The online questionnaire was designed using QuestionPro, and consisted of 8 sections and 105 questions. The 9-item Internet Gaming Disorder Questionnaire was used to establish the prevalence of IGD in the study. A series of logistic regression models were used to examine the associations between IGD, demographic characteristics and game genre, as well as IGD and psychological distress, social phobia and well-being.
RESULTSThe prevalence of IGD established using a cutoff of 5 among those who were current online gamers was 17.7%. Multiple logistic regressions revealed that those meeting criteria of IGD were more likely to be older, reported an earlier age of onset of playing online games, had primary and secondary education versus tertiary education, were currently students versus being currently employed and played massively multiplayer online role-playing games. Distress and social anxiety were higher while satisfaction with life was significantly lower among those who met criteria for IGD than those who did not meet the criteria.
CONCLUSIONThe prevalence of IGD and its negative consequences in our sample of current online gamers was significant and point towards the need for further clinical studies and innovative interventions to address the problem.
Adolescent ; Adult ; Age Factors ; Behavior, Addictive ; epidemiology ; psychology ; Educational Status ; Employment ; statistics & numerical data ; Female ; Humans ; Internet ; Logistic Models ; Male ; Multivariate Analysis ; Personal Satisfaction ; Phobia, Social ; epidemiology ; psychology ; Prevalence ; Singapore ; epidemiology ; Stress, Psychological ; epidemiology ; psychology ; Students ; statistics & numerical data ; Surveys and Questionnaires ; Video Games ; Young Adult