■网络游戏障碍(IGD),在诊断和统计手册(DSM-5)和国际疾病分类(ICD-11)中被确认为精神障碍,对身体构成重大威胁,社会,和心理健康。本研究旨在深入研究个人与IGD的斗争经验。
■这项研究采用了解释性现象学,对Makerere大学的10名研究生进行采访。参与者被有目的地抽样,直到在访谈期间达到数据饱和,发生在2023年5月至7月之间。面试指南促进了数据收集(补充文件1),手动应用专题分析进行数据解释,利用直觉和想象力的方法。
■调查结果显示,大多数参与者在童年时期就开始玩游戏,从离线游戏开始。接触小工具和游戏,空闲时间,压力成为IGD的关键触发因素。参与者报告说有睡眠不足,人际关系恶化,工作表现下降,不健康的饮食习惯,学术挑战,浪费金钱和时间。这项研究还确定了参与者用来减轻他们的游戏行为的策略,例如避免购买数据,寻求朋友的支持,并卸载游戏应用程序,尽管复发很常见。
■这项研究强调了早期开始游戏的全球模式,强调早期干预和预防措施的必要性。诸如游戏平台的易用性和可负担性等因素,懒惰,压力在激励网络游戏方面发挥着重要作用,导致研究人群中患病率较高。这项研究强调了IGD对学生的不利影响,影响学业成绩,人际关系,和工作表现。值得注意的是,参与者展示了通过实际应对策略解决IGD的机构,包括控制数据访问,寻求社会支持,和卸载游戏。这些应对机制为解决IGD的复杂性提供了宝贵的见解,并为在乌干达的高等教育环境中开发有针对性的干预措施和支持系统奠定了基础。
UNASSIGNED: Internet Gaming Disorder (IGD), recognized as a mental disorder in both the Diagnostic and Statistical Manual (DSM-5) and International Classification of Diseases (ICD-11), poses significant threats to physical, social, and mental well-being. This
study aims to delve into the experiences of individuals grappling with IGD.
UNASSIGNED: The
study employed an interpretive phenomenology, conducting interviews with 10 graduate students at Makerere University. Participants were purposefully sampled until data saturation was achieved during interviews, which took place between May and July 2023. An interview guide facilitated data collection (Supplementary File 1), and thematic analysis was manually applied for data interpretation, utilizing intuition and imaginative approaches.
UNASSIGNED: The findings revealed that the majority of participants started gaming during childhood, starting with offline games. Exposure to gadgets and games, idle time, and stress emerged as key triggers for IGD. Participants reported experiencing sleep deficits, deteriorating interpersonal relationships, declining job performance, unhealthy eating habits, academic challenges, and wastage of money and time. The
study also identified strategies employed by participants to mitigate their gaming behaviors, such as refraining from purchasing data, seeking support from friends, and uninstalling the game app, although relapses were common.
UNASSIGNED: The
study highlights a global pattern of early initiation into gaming, emphasizing the need for early intervention and preventive measures. Factors such as easy accessibility and affordability of gaming platforms, idleness, and stress play significant roles in motivating internet gaming, contributing to a higher prevalence among the studied population. The research underscores the adverse effects of IGD on students, affecting academic performance, interpersonal relationships, and job performance. Notably, participants demonstrate agency in addressing IGD through practical coping strategies, including controlling data access, seeking social support, and uninstalling games. These coping mechanisms provide valuable insights into the complex nature of addressing IGD and form a basis for developing targeted interventions and support systems within the higher education setting in Uganda.