| Literature DB >> 35757200 |
Jiangyue Hong1, Jinghan Wang1, Wei Qu1, Haitao Chen1, Jiaqi Song1, Meng Zhang1, Yanli Zhao1, Shuping Tan1.
Abstract
Background: The high prevalence of Internet gaming disorder among children and adolescents and its severe psychological, health, and social consequences have become a public emergency. A high efficiency and cost-effective early recognition method are urgently needed. Objective: We aim to develop and internally validate a nomogram model for predicting Internet gaming disorder (IGD) risk in Chinese adolescents and children.Entities:
Keywords: Internet gaming disorder; adolescents; children; nomogram; prediction model
Year: 2022 PMID: 35757200 PMCID: PMC9222136 DOI: 10.3389/fpsyt.2022.873033
Source DB: PubMed Journal: Front Psychiatry ISSN: 1664-0640 Impact factor: 5.435
Figure 1Determination of Internet Gaming disorder risk factors in children and adolescents by least absolute shrinkage and selection operator (LASSO) regression analysis. (A) The cross-validation for LASSO regression, where the parameter lambda was adjusted to find the best function set, is shown. The vertical dotted line on the left panel represents the log (lambda) corresponding to the optimal lambda. (B) The coefficients of predictors changed with lambda. The vertical dotted line in the right panel corresponds to the eight features selected with non-zero LASSO cross-validation coefficients.
Comparison of clinical characteristics between participants with and without IGD [n (%), median (range)].
|
|
| |||
|---|---|---|---|---|
| Age (years) | 14.0 (7.0, 18.0) | 14.0 (7.0, 18.0) | 15.0 (7.0, 18.0) | 0.407 |
| Sex | <0.001 | |||
| Male | 389 (49.9%) | 265 (44.9%) | 124 (65.3%) | |
| Female | 391 (50.1%) | 325 (55.1%) | 66 (34.7%) | |
| Education (years) | 8.0 (1.0, 13.0) | 8.0 (1.0, 13.0) | 8.0 (1.0, 12.0) | 0.492 |
| Lifestyle factors | <0.001 | |||
| Boarding school | 710 (91.0%) | 550 (93.2%) | 160 (84.2%) | |
| Non-Boarding school | 70 (9.0%) | 40 (6.8%) | 30 (15.8%) | |
| Age at the start of contact with video games (years) | 11.0 (3.0, 18.0) | 11.0 (3.0, 18.0) | 10.0 (3.0, 16.0) | <0.001 |
| Age at the start of habitually playing video games games (years) | 12.0 (3.0, 18.0) | 12.0 (3.0, 18.0) | 11.0 (3.0, 17.0) | <0.001 |
| Average daily video game time (hours) | 0.9 (0.0, 7.0) | 0.6 (0.0, 7.0) | 1.3 (0.0, 7.0) | <0.001 |
| Number of frequently played games | <0.001 | |||
| 1 or 2 | 629 (80.6%) | 503 (85.3%) | 126 (66.3%) | |
| 3 and above | 151 (19.4%) | 87 (14.7%) | 64 (33.7%) | |
| Main ways of playing games | <0.001 | |||
| Single-player games | 434 (55.6%) | 351 (59.5%) | 83 (43.7%) | |
| Team games | 346 (44.4%) | 239 (40.5%) | 107 (56.3%) | |
| Previous experience of game consumption | <0.001 | |||
| No | 476 (61.0%) | 404 (68.5%) | 72 (37.9%) | |
| Yes | 304 (39.0%) | 186 (31.5%) | 118 (62.1%) | |
| Percentage of monthly video game consumption in total expenditure | <0.001 | |||
| <20% | 719 (92.2%) | 561 (95.1%) | 158 (83.2%) | |
| ≥20% | 61 (7.8%) | 29 (4.9%) | 32 (16.8%) | |
| Emotional problems | 3.0 (0.0, 10.0) | 2.0 (0.0, 10.0) | 4.0 (0.0, 10.0) | <0.001 |
| Hyperactivity | 4.0 (0.0, 10.0) | 3.0 (0.0, 10.0) | 5.0 (0.0, 10.0) | <0.001 |
| Peer problems | 3.0 (0.0, 9.0) | 3.0 (0.0, 9.0) | 4.0 (0.0, 8.0) | <0.001 |
| Self-esteem | 28.0 (12.0, 40.0) | 29.0 (12.0, 40.0) | 27.0 (16.0, 38.0) | <0.001 |
| Lack of emotional awareness | 18.0 (6.0, 30.0) | 18.0 (6.0, 30.0) | 19.0 (6.0, 30.0) | 0.074 |
| Impulse control difficulties | 11.0 (6.0, 30.0) | 10.0 (6.0, 29.0) | 14.0 (6.0, 30.0) | <0.001 |
| Difficulties engaging in goal-directed behavior when emotionally aroused | 13.0 (5.0, 25.0) | 12.0 (5.0, 25.0) | 15.0 (6.0, 25.0) | <0.001 |
| Difficulty accepting emotional responses | 12.0 (6.0, 30.0) | 11.0 (6.0, 30.0) | 13.0 (6.0, 30.0) | <0.001 |
| Limited access to emotion regulation strategies | 16.0 (8.0, 40.0) | 15.0 (8.0, 39.0) | 20.0 (8.0, 40.0) | <0.001 |
| Lack of emotional clarity | 12.0 (5.0, 25.0) | 11.0 (5.0, 23.0) | 13.0 (5.0, 25.0) | <0.001 |
| Experience seeking | 6.0 (2.0, 10.0) | 6.0 (2.0, 10.0) | 6.0 (2.0, 10.0) | 0.329 |
| Boredom susceptibility | 6.0 (2.0, 10.0) | 5.0 (2.0, 10.0) | 6.0 (2.0, 10.0) | <0.001 |
| Thrill and adventure seeking | 6.0 (2.0, 10.0) | 6.0 (2.0, 10.0) | 6.0 (2.0, 10.0) | 0.053 |
| Disinhibition | 3.0 (2.0, 10.0) | 3.0 (2.0, 10.0) | 4.0 (2.0, 10.0) | <0.001 |
| Family cohesion | 7.0 (0.0, 9.0) | 7.0 (0.0, 9.0) | 6.0 (0.0, 9.0) | <0.001 |
| Family expressiveness | 5.0 (0.0, 9.0) | 5.0 (0.0, 8.0) | 5.0 (1.0, 9.0) | <0.001 |
| Family conflict | 3.0 (0.0, 8.0) | 3.0 (0.0, 8.0) | 4.0 (0.0, 8.0) | <0.001 |
P: categorical variables—χ2 test; continuous variables—Mann–Whitney U test.
Risk factors for IGD identified by multivariable logistic analysis.
|
|
|
| ||||
|---|---|---|---|---|---|---|
|
|
|
|
|
|
| |
| Male sex | 2.17 | (1.42–3.32) | <0.001 | 2.06 | (1.39–3.04) | <0.001 |
| Previous experience of video game consumption | 1.93 | (1.29–2.90) | <0.001 | 2.10 | (1.42–3.08) | <0.001 |
| Average daily video game time (hours) | 1.47 | (1.26–1.73) | 0.001 | 1.53 | (1.32–1.79) | <0.001 |
| Hyperactivity | 1.25 | (1.11–1.41) | <0.001 | 1.49 | (1.35–1.65) | <0.001 |
| Age at the start of contact with video games (years) | 0.88 | (0.82–0.95) | <0.001 | |||
| Limited access to emotion regulation strategies | 1.05 | (1.00–1.10) | 0.027 | |||
| Impulse control difficulties | 1.07 | (1.00–1.13) | 0.027 | |||
| Disinhibition | 1.10 | (0.97–1.23) | 0.141 | |||
OR, odds ratio; CI, confidence interval.
Figure 2Nomograms for predicting the risk of Internet gaming disorder in children and adolescents. (A) Model 1; (B) Model 2. Consumption*: Experience of video game consumption; Impulse*: Impulse control difficulties; Strategies*: limited access to emotion regulation strategies; Contact age*: Age at the start of contact with video games.
Figure 3Internet gaming disorder risk calculator for adolescents and children. (A) QR (quick response) code poster of website calculator. (B) Interactive user interface.
Figure 4Validation and decision curve analysis of Model 1 and Model 2. (A) Calibration curve of Model 1; (B) calibration curve of Model 2; (C) Receiver operating characteristics curves of Model 1 and Model 2; (D) Decision curve analysis of Model 1 and Model 2. AUC: area under the curve.