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目的 探讨与儿童电子游戏依赖性有关的影响因素。方法 用自编儿童电子游戏兴趣调查表 ,于 2 0 0 0年 1 0~ 1 2月对长沙市 60 2名中小学生 (年龄 8~ 1 5岁 )电子游戏依赖性的发生率进行调查 ,应用单因素和多因素方法分析影响因素对电子游戏依赖性的作用强度。结果 (1 )共查出电子游戏依赖性儿童 40名 ,检出率为 6 6 %。 (2 )单因素分析 ,与电子游戏依赖性检出率高且差异有显著性 (P <0 0 5 ,P <0 0 1 ,P <0 0 0 1 )的影响因素有 :男童 [1 1 1 % ,比值比 (OR)值 =7 1 0 ] ,开始玩电子游戏的年龄≤ 5岁者 (1 9 5 % ,OR值 =5 98) ,玩电子游戏年限 1~ 7年以上者 (6 9%~ 1 9 6 % ,OR值 =8 44~ 2 7 73) ,每周玩电子游戏次数 3~ 6次以上者 (40 0 %~ 66 7% ,OR值 =1 44~ 4 31 ) ,每次玩电子游戏时间超过≥ 1h者 (1 1 2 %~ 53 8% ,OR值 =6 71~ 61 83) ,玩电子游戏的地点为电子游戏机室者 (1 5 3 % ,OR值 =1 0 93) ,爱玩暴力电子游戏者 (1 1 0 % ,OR值 =9 31 ) ,认为玩电子游戏好处多者(2 1 8% ,OR值 =6 2 9)。 (3)Logistic回归分析 ,开始玩电子游戏的年龄、每周玩电子游戏的次数、每次玩电子游戏的时间、玩电子游戏的类型、玩电子游戏的地点等变量进入回归方程 ,拟合度为 1 52 51 4 ,χ
Objective To explore the influencing factors related to children’s electronic game dependence. Methods The self-compiled questionnaire of children’s electronic games interest rate was used to investigate the incidence of video game-based dependence on 60 2 primary and secondary school students (age 8 to 15) in Changsha from January to February 2000. The application of Univariate and multivariate analysis of the impact of influencing factors on video game dependence. Results (1) A total of 40 electronic game-dependent children were detected, with a detection rate of 6.6%. (2) The univariate analysis showed that the detection rate of video game dependency was high and the difference was significant (P <0.05, P <0.01, P <0.01) The odds ratio (OR) = 7 1 0], who started playing videogames less than 5 years of age (195%, odds = 5 98), playing video games for more than 1 to 7 years OR = 8 44 ~ 2 7 73). The number of video games played per week was 3 ~ 6 times (40 0% ~ 66 7%, OR = 444 ~ 313) (11 2% ~ 53 8%, OR = 6 71 ~ 61 83) each time playing video games, video game room players (15 3%, OR value = 1 0 93), playing violent video gamers (110% OR = 931), and those who think playing video games have many advantages (21 8%, OR = 629). (3) Logistic regression analysis, the age at which the video games started to play, the number of video games played per week, the time each video game played, the type of video games played, the location of the video game, etc. entered the regression equation, 1 52 51 4, χ