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Application Of The Problematic Online Gaming Questionnaire Short-form To Investigate The Current Situation And Influencing Factors Among Adolescents

Posted on:2021-04-11Degree:MasterType:Thesis
Country:ChinaCandidate:S J ZhangFull Text:PDF
GTID:2504306035492364Subject:Public Health
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Objective:1.To investigate the relationship between epidemic status of pathological online games use and influencing factors among adolescents.2.To investigate the epidemic status of childhood trauma,depression,anxiety and sleep disorders among adolescents.3.To explore the relationship between childhood trauma,degree of depression,degree of anxiety,sleep problems and core self-evaluation and pathological online games use.Methods:1.By cross-sectional investigation,total number of 1766 middle school students who came from two junior high school and one senior high school filled in questionnaires in Guangxi Chongzuo.2.The subjects were investigated by self-designed general demographic questionnaire,Problematic Online Gaming Questionnaire Short-Form(POGQSF),Childhood Trauma Questionnaire Short-Form(CTQ-SF),Patient Health Questionnaire-9 items(PHQ-9),Generalized Anxiety Disorder-7 items(GAD-7),Athens Insomnia Scale(AIS)and Core Self-evaluation Scale(CSES).3.SPSS 22.0 was used for statistical analysis.Independent sample t test or chi-square test were used to compare the differences among the groups.To explore the relationship between the risk of pathological online games use and various factors by multivariate logistic regression analysis.Results:1.The average score of POGQ-SF among all students were 27.22 ± 9.580.The total score ≥ 32 was used as the demarcation value of positive of the pathological online games use.There were 416(23.56%)students in the pathological group and the average score was 38.726 ± 6.049.2.There were significant differences in gender,grade,whether the only child,current marital status of parents,thought of self-injury,thought of suicide,behavior of self-injury of positive rates of pathological online games use between research objects of different demographic data(P < 0.05).3.There were significant differences in gender,whether the only child,thought of self-injury,thought of suicide,behavior of self-injury of POGQ-SF scores between research objects of different demographic data(P < 0.05).4.There were statistically significant differences between positive and negative pathological online games use students in different types of childhood trauma,different degree of depression,anxiety and insomnia(P < 0.05).5.There were significant differences in grade,whether in residence,current marital status of parents,experience of staying behind,thought of self-injury,thought of suicide,behavior of self-injury of CTQ scores between research objects of different demographic data(P < 0.05).There were significant differences in gender,current marital status of parents,experience of staying behind,thought of self-injury,thought of suicide,behavior of self-injury of PHQ/GAD/AIS scores between research objects of different demographic data(P < 0.05).6.Pearson correlation analysis results showed that: thought of self-injury,thought of suicide,behavior of self-injury,physical abuse,emotional abuse,sexual abuse,physical neglect,childhood trauma,depression,insomnia,anxiety,core self-evaluation were positive correlation with pathological online games use(r > 0,P < 0.01),and gender,whether the only child were negative correlation(r < 0,P < 0.05).7.The results of multivariate Logistic regression analysis showed that sexual abuse,childhood trauma,major depression and insomnia were risk factors of the occurrence of pathological online game use(P < 0.05).Conclusion:1.The positive status of pathological online games use in adolescents accounts for a certain proportion.Adolescents who have depression,anxiety,insomnia,thought of suicide and self-injury behavior are more likely to suffer the positive status of pathological online games use.2.Traumatic experiences especially neglect and sexual abuse in early childhood,moderate to severe depression,moderate to severe anxiety and insomnia are the risk factors for pathological online game use.
Keywords/Search Tags:pathological online games use, internet addiction, reliability and validity, adolescent, childhood trauma
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