| Literature DB >> 35620819 |
Soyeon Lee1, Seo-Koo Yoo2, Young Don Son3, Sun Mi Kim1, Doug Hyun Han1.
Abstract
OBJECTIVE: During the coronavirus disease (COVID-19) pandemic, several studies have found that Internet usage and gaming times have increased among adolescents. Parents' Internet literacy and attitudes toward Internet gaming have been reported to affect children's Internet gaming disorder (IGD). We hypothesized that parents' attitudes toward Internet use and gaming would affect the prevalence of IGD among adolescents.Entities:
Keywords: Coronavirus; Internet game literacy scale; Internet gaming disorder; Parent; Perception; Risk factor
Year: 2022 PMID: 35620819 PMCID: PMC9136522 DOI: 10.30773/pi.2021.0260
Source DB: PubMed Journal: Psychiatry Investig ISSN: 1738-3684 Impact factor: 3.202
The comparison of variables influencing IGD in children in the changed to IGD and non-changed groups
| Variable | Non-changed group (N=172) | Changed to IGD group (N=27) | Statistics (t/χ2, p) |
|---|---|---|---|
| Child factors | |||
| Age (yr) | 12.3±3.4 | 13.5±3.0 | -1.8, 0.08 |
| Education (yr) | 5.4±3.4 | 6.5±3.0 | -1.7, 0.09 |
| Sex, male/female | 103 (59.9)/69 (40.1) | 19 (70.4)/8 (29.6) | 0.3, 0.39 |
| K-ARS score | 8.1±7.4 | 20.2±12.1 | -7.1, <0.01[ |
| Reasons for game play | 5.9, 0.56 | ||
| Entertainment | 87 (50.6) | 9 (33.3) | |
| Achievement | 23 (13.4) | 8 (29.6) | |
| Social interaction | 24 (14.0) | 5 (18.5) | |
| Coping | 38 (22.1) | 5 (18.5) | |
| Internet use time (B, h/day) | 2.2±1.4 | 2.7±1.5 | -1.8, 0.07 |
| Internet use time (F, h/day) | 4.0±2.3 | 5.5±3.7 | -2.9, <0.01[ |
| Internet game time (B, h/day) | 0.9±0.8 | 1.2±0.8 | -1.9, 0.06 |
| Internet game time (F, h/day) | 1.5±1.3 | 2.4±2.5 | -2.6, 0.01[ |
| Mother factors | |||
| Age (yr) | 41.8±4.3 | 42.9±5.3 | -1.2, 0.22 |
| Education (yr) | 13.4±2.2 | 13.1±2.8 | 0.7, 0.32 |
| CES-D scores | 13.5±3.9 | 17.5±8.9 | -3.4, <0.01[ |
| BAI scores | 7.1±8.1 | 13.9±13.7 | -3.7, <0.01[ |
| Family Togetherness Scale | 22.8±3.5 | 21.6±3.9 | 1.7, 0.08 |
| Internet use time (B, h/day) | 2.6±2.0 | 3.2±2.3 | -1.4, 0.17 |
| Internet use time (F, h/day) | 3.9±2.3 | 4.9±3.1 | -1.9, 0.06 |
| Internet game time (B, h/day) | 0.6±0.7 | 0.9±0.9 | -1.9, 0.06 |
| Internet game time (F, h/day) | 0.9±1.1 | 1.4±1.1 | -1.9, 0.06 |
| Knowledge of gaming | |||
| Knowledge of child’s game name (Y/N) | |||
| Positive perception about for gaming | 26.2±4.5 | 21.6±4.1 | 5.0, <0.01[ |
| Negative perception about gaming | 28.9±6.1 | 36.1±4.9 | -5.9, <0.01[ |
Values are presented as the mean±standard deviation or N (%).
statistically significant.
K-ARS, Korean version of DuPaul’s ADHD Rating Scale parent version; CES-D, Center for Epidemiologic Studies-Depression Scale; BAI, Beck Anxiety Inventory; B, before the COVID-19 pandemic; F, after the COVID-19 pandemic; IGD, Internet gaming disorder, ADHD, attention deficit hyperactivity disorder
Results of the hierarchical logistic regression analysis
| Independent variable | Model 1 | Model 2 | Model 3 | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| B | Wald | OR | B | Wald | OR | B | Wald | OR | |||
| Child factors | |||||||||||
| Age | 0.085 | 0.009 | 1.089 | -0.103 | 0.012 | 0.902 | 0.048 | 0.002 | 1.049 | ||
| Education years | 0.071 | 0.007 | 1.074 | 0.261 | 0.082 | 1.299 | 0.114 | 0.011 | 1.121 | ||
| Sex | 0.381 | 0.494 | 1.463 | 0.352 | 0.406 | 1.422 | 0.519 | 0.530 | 1.680 | ||
| K-ARS | 0.132 | 23.710 | 1.141[ | 0.172 | 17.816 | 1.188[ | 0.119 | 7.312 | 1.127[ | ||
| D-Int T | 0.141 | 0.860 | 1.152 | 0.219 | 1.419 | 1.245 | -0.064 | 0.073 | 0.938 | ||
| D-Game | 0.030 | 0.014 | 1.031 | -0.015 | 0.003 | 0.985 | 0.256 | 0.529 | 1.292 | ||
| Reason for gaming | 1.797 | 2.801 | 2.533 | ||||||||
| Achievement | -0.509 | 0.527 | 0.601 | -0.400 | 0.290 | 0.670 | 0.443 | 0.227 | 1.557 | ||
| Social interaction | 0.369 | 0.228 | 1.446 | 0.842 | 0.930 | 2.320 | 1.465 | 1.726 | 4.326 | ||
| Coping | 0.059 | 0.005 | 1.061 | 0.253 | 0.085 | 1.288 | 1.293 | 1.133 | 3.645 | ||
| Entertainment | 0.062 | 0.012 | 1.075 | 0.169 | 0.093 | 1.659 | 1.342 | 1.334 | 3.986 | ||
| Mother factors | |||||||||||
| Age | 0.003 | 0.003 | 1.003 | -0.001 | 0.000 | 0.999 | |||||
| Education years | -0.104 | 0.747 | 0.902 | -0.198 | 1.659 | 0.821 | |||||
| CES-D | 0.057 | 1.315 | 1.059 | 0.030 | 0.271 | 1.030 | |||||
| BAI | -0.055 | 1.561 | 0.946 | -0.037 | 0.471 | 0.964 | |||||
| Family Togetherness Scale | 0.131 | 1.979 | 1.140 | -0.021 | 0.034 | 0.979 | |||||
| D-Int T | -0.101 | 0.408 | 0.904 | -0.130 | 0.338 | 0.878 | |||||
| D-Game | -0.273 | 0.495 | 0.761 | -0.154 | 0.081 | 0.858 | |||||
| Mother’s perception about gaming | |||||||||||
| K-Game | -1.316 | 2.634 | 0.268 | ||||||||
| P-Game | -0.180 | 5.168 | 0.835[ | ||||||||
| N-Game | 0.224 | 10.413 | 1.251[ | ||||||||
| Indices | Model 0 | Model 1 | Model 2 | Model 3 | |||||||
| -2LL | 158.0 | 112.2 | 106.7 | 78.9 | |||||||
| Step χ2/p | N/A | 45.8/<0.01[ | 5.5/0.48 | 27.8/<0.01[ | |||||||
| Model χ2/p | N/A | 45.8/<0.01[ | 51.3/<0.01[ | 79.1/<0.01[ | |||||||
| Nag R2 | N/A | 0.375 | 0.415 | 0.599 | |||||||
| Classification accuracy | 86.4 | 90.5 | 89.4 | 94.5 | |||||||
p<0.05;
p<0.01.
Dependent factor, changed to IGD group. K-ARS, Korean version of the DuPaul ADHD Rating Scale parent version; D-Int T, the difference between post- and pre-COVID-19 Internet use time (hour/day); D-Game, the difference between post- and pre-COVID-19 Internet gaming time and (hour/day); CES-D, Center for Epidemiologic Studies-Depression Scale; BAI, Beck Anxiety Inventory; K-Game, mother knows the name of Internet game that her child plays; P-Game, positive Internet Game Literacy Scale; N-Game, negative Internet Game Literacy Scale; -2LL, -2 log likelihood; Nag R2, Nagelkerke’s R2; OR, odds ratio; N/A, not available