背景:技术的迅速扩散及其对青少年生活的影响引起了人们对成瘾行为及其潜在后果的担忧,包括行为和心理健康问题。这项研究调查了突尼斯青少年中与有问题的Facebook使用和有问题的视频游戏使用共同发生相关的患病率和风险因素。
方法:我们在2018/2019学年期间在突尼斯苏塞省市区进行了一项横断面研究。我们选择了在苏塞公立教育机构注册的高中生的代表性样本。数据收集是通过自我管理的结构化问卷进行的,收集社会人口统计学特征的信息,生活方式行为,和精神健康障碍。使用经过验证的阿拉伯语版本的卑尔根量表评估了有问题的Facebook使用情况,虽然有问题的视频游戏使用是使用21点Lemmens量表测量的,被翻译成阿拉伯语.使用SPSS程序(版本20)进行统计学分析。
结果:我们共招募了1342名高中生,谁,63.2%为女性,平均年龄为17.5±1.44岁。有问题的Facebook使用和有问题的视频游戏使用的患病率分别为28.3%和13%。关于两种有问题的行为的共现,31.3%的参与者面临单一的成瘾行为,与有问题的Facebook或视频游戏使用有关,而5%的人同时有两种成瘾行为。在多变量分析中,有问题的Facebook和视频游戏使用同时发生的风险因素,按照重要性的递减顺序,包括重度抑郁症(AOR=4.527;p=0.003),焦虑(AOR=4.216;p=0.001),男性(AOR=4.130;p<0.001),有问题的互联网使用(AOR=3.477;p=0.006),以及中度抑郁(AOR=3.048;p=0.007)。
结论:我们的研究发现,有问题的Facebook和视频游戏的使用在突尼斯青少年中普遍存在。这些疾病的共同发生与男性性别密切相关,有问题的互联网使用,抑郁症,和焦虑症。这些发现强调了实施量身定制和有效的意识和预防计划以应对这些新出现的挑战的紧迫性。
BACKGROUND: The rapid proliferation of technology and its impact on adolescents\' lives have raised concerns about addictive behaviors and its potential consequences, including behavioral and mental health problems. This study investigates the prevalence and risk factors associated with the co-occurrence of Problematic Facebook Use and Problematic Video game Use among Tunisian adolescents.
METHODS: We conducted a cross-sectional study in the urban area of Sousse governorate in Tunisia during the 2018/2019 school year. We selected a representative sample of high school
students enrolled in public educational institutions in Sousse. Data collection was performed through a self-administered structured questionnaire, which gathered information on sociodemographic characteristics, lifestyle behaviors, and mental health disorders. Problematic Facebook Use was assessed using the validated Arabic version of the Bergen Scale, while Problematic Video Game Use was measured using the 21-point Lemmens Scale, which was translated into Arabic. Statistical analysis was carried out using the SPSS program (version 20).
RESULTS: We enrolled a total of 1342 high school
students in our study, of whom, 63.2% were female with a mean age of 17.5 ± 1.44 years. The prevalence of Problematic Facebook Use and Problematic Video Game Use was 28.3% and 13% respectively. Regarding the co-occurrence of the two problematic behaviors, 31.3% of participants faced a singular addictive behavior, either related to problematic Facebook or video game use, while 5% had both addictive behaviors simultaneously. In a multivariate analysis, risk factors for the co-occurrence of Problematic Facebook and Video Game Use, in decreasing order of significance, included severe depression (AOR = 4.527; p = 0.003), anxiety (AOR = 4.216; p = 0.001), male gender (AOR = 4.130; p < 0.001), problematic internet use (AOR = 3.477; p = 0.006), as well as moderate depression (AOR = 3.048; p = 0.007).
CONCLUSIONS: Our study found that Problematic Facebook and Video Game Use were prevalent among Tunisian adolescents. The co-occurrence of these disorders is strongly linked to male gender, problematic internet use, depression, and anxiety disorders. These findings underscore the urgency of implementing tailored and effective awareness and prevention programs to address these emerging challenges.