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目的了解广州市青少年电子游戏、网络成瘾及赌博等精神成瘾行为现况,为制定干预措施提供科学依据。方法采用“中国青少年健康相关行为调查问卷”对广州市66所学校11 939名学生进行问卷调查。结果青少年每天玩电子游戏≥4 h的比例为13.61%,男生(18.63%)远高于女生(9.30%),农村(14.56%)略高于城市(13.11%),职中生比例最高(25.65%),差异均有统计学意义(P值均<0.05)。青少年网络成瘾率为8.25%,男生(10.88%)明显高于女生(5.99%),职中生最高(10.25%),差异均有统计学意义(P值均<0.01)。青少年参加类似赌博的娱乐性活动的发生率为25.87%,男生(33.58%)高于女生(19.24%),城市(23.09%)低于农村(31.13%),职中生的发生率最高(38.63%),普通中学(24.26%)高于重点中学(20.84%),差异均有统计学意义。青少年上网的目的主要是:在线音乐、影视等的收听和收看(52.00%)、即时通讯(QQ,MSN等)(48.93%)、查阅资料(42.65%)。结论广州市青少年长时间玩电子游戏、上网及赌博等精神成瘾行为发生率较高,应通过学校、家庭及社会途径开展针对性干预。
Objective To understand the current status of mental addiction among youngsters in Guangzhou, such as video games, internet addiction and gambling, and to provide a scientific basis for formulating interventions. Methods A questionnaire survey of 11 939 students from 66 schools in Guangzhou was conducted using the Questionnaire on Health-related Behavior of Adolescents in China. Results The percentage of youngsters playing videogames ≥ 4 h per day was 13.61%, that of boys (18.63%) was significantly higher than that of girls (9.30%), that of rural (14.56%) was slightly higher than that of urban (13.11% %), The differences were statistically significant (P all <0.05). Adolescent Internet addiction rate was 8.25%, boys (10.88%) were significantly higher than girls (5.99%), vocational and high school students (10.25%), the differences were statistically significant (P <0.01). The incidence of adolescent participation in similar gambling recreational activities was 25.87%, that of boys (33.58%) was higher than that of girls (19.24%), that of cities (23.09%) was lower than that of rural areas (31.13%), and that of vocational students was the highest (38.63% %), Middle school (24.26%) is higher than that of key middle school (20.84%), the differences are statistically significant. The main purpose of youth Internet access: online music, video and other listening and watching (52.00%), instant messaging (QQ, MSN, etc.) (48.93%), access to information (42.65%). Conclusion Guangzhou adolescents have a higher prevalence of addictive behaviors such as video games, internet access and gambling for a long time. Targeted interventions should be conducted through schools, families and social channels.