以社区为基础的针对一年级中学生(n=1104)及其环境的研究。该研究评估一项综合干预措施(包括社区行动、面向青少年的课堂正念训练以及面向成人的在线正念课程),旨在减少问题性电子游戏使用并提升幸福感。 (AQJ)
一项针对青少年及其环境的随机复合干预措施的有效性评估:通过促进共享主动休闲与个人发展,减少问题性电子游戏使用及潜在电子游戏成瘾
这项基于社区的观察性研究旨在评估一项复杂干预措施的有效性,该措施旨在减少青少年问题性视频游戏使用和视频游戏成瘾风险,同时促进积极、共享的休闲活动以及个人和情感发展。
研究涉及来自蓬特韦德拉(西班牙加利西亚)多所学校的第一年中学生(约12-13岁)以及他们亲近环境中的成年人,包括家庭成员、教师、健康专业人员和社区代表。学校被分配到干预组或具有相似社会人口学特征的对照组。
该研究基于系统和社区的视角,假设青少年的视频游戏使用受个体因素(如冲动性和情绪调节)以及家庭、学校和社区环境及有吸引力的休闲替代方案可用性的影响。因此,干预措施由三个协调的组成部分构成,在干预学校中随时间逐步实施。
研究旨在回答的主要问题是:(a)结合社区参与和正念训练的复杂干预措施能否减少青少年问题性视频游戏使用和视频游戏成瘾风险?;(b)基于课堂的正念训练是否能提高青少年的正念、情绪幸福感和自我调节能力?;(c)针对成年人的正念训练是否能改善他们自身的幸福感及支持青少年养成更健康休闲习惯的能力?;以及(d)参与式、基于社区的方法是否能提高青少年对积极、无屏幕休闲替代方案的认识和使用?
研究人员将比较干预学校的青少年与对照学校的青少年,后者不实施干预,仅收集数据。结果将在三个时间点测量:干预前、干预后和随访时,以评估随时间的变化和效果的可持续性。
参与者将:
- 在不同时间点完成评估视频游戏使用、可能的视频游戏成瘾、正念、心理健康、冲动性、网络欺凌、社会支持和在线体验的问卷。
- 参与基于社区的组成部分,青少年在其中积极参与识别、设计和推广当地环境中无屏幕的休闲活动。该过程包括创建一个由青少年、教师、健康专业人员、家庭代表和社区成员组成的学校社区小组。青少年参与参与式活动,以绘制社区资源图并共同设计有吸引力的休闲选择,随后实施并与家庭和更广泛的社区分享。
- 参与在学校上课时间进行的基于团体的正念和情感发展项目。该项目包括基于既定正念协议的结构化课程,旨在帮助青少年发展注意力技能、情感意识、压力管理和自我调节能力。
- 访问一个个人、在线的正念和情绪调节项目(仅限成人),结合正念练习和认知行为策略。这个自我指导的项目在几周内完成,旨在改善成年人的幸福感并提供工具以更好地支持青少年。
通过整合社区行动、学校干预和成人参与,本研究旨在评估一种全面且可持续的方法,以预防问题性视频游戏使用并促进青春期更健康的生活方式。
研究概览
地位
详细说明
电子游戏是青少年常见的休闲形式,适度使用时可能产生积极影响。 然而,青少年时期过度或问题性使用电子游戏,已与身体健康、情绪健康、学业表现和社交关系方面的负面后果相关联。 近年来,关于问题性电子游戏使用和潜在电子游戏成瘾风险的担忧日益增加,尤其涉及在线游戏、长时间屏幕使用和情绪自我调节困难等方面。
青少年时期是形成休闲习惯、应对策略和情绪调节相关习惯的关键发展期。 研究表明,问题性电子游戏使用不仅取决于个人行为,还受到个人、家庭、学校和社区因素的综合影响。
近年来青少年电子游戏使用大幅增加,使数字游戏成为该发展阶段主要的休闲形式之一。 虽然电子游戏能提供娱乐和社交互动,但研究表明,过度或缺乏调节的使用可能与久坐行为、睡眠障碍、情绪困扰、学业问题和社交关系受损相关联。 针对这些担忧,问题性电子游戏使用已日益被视为青少年公共健康和心理健康问题进行研究。
本研究基于当前科学证据,表明问题性电子游戏使用受多种相互作用因素影响。 这些因素包括冲动性、情绪调节和压力等个人特征,以及与家庭功能、学校环境、社区资源和当代电子游戏设计特点相关的背景因素。 研究还借鉴了支持正念方法作为改善青少年和成人自我控制、情绪意识和幸福感的有效工具的证据。
研究采用纵向对照设计,设立干预组和对照组。 参与学校位于蓬特韦德拉(西班牙加利西亚)的不同基本卫生区域,代表城市、半城市、农村和沿海环境。 干预组和对照组学校的选择确保具有可比的社会人口特征。
分配在班级层面进行,由于干预性质,参与者盲法不可行。 但在数据分析阶段实施盲法。 研究融入官方学校规划框架,促进机构支持和高参与率。
计划样本包括约1,104名青少年,干预组和对照组各552名学生。 样本量计算基于检测问题性电子游戏使用和潜在电子游戏成瘾减少35%的目标,假设初始患病率约为18%。 计算使用标准流行病学软件进行。
除青少年外,研究还包括青少年环境中的成年人,如家庭成员、教师、健康专业人员和社区代表,他们参与干预的特定组成部分。
干预围绕三个协调的组成部分构建:社区为基础的部分、青少年小组部分和成人个体部分。 这些部分按顺序实施,设计上相互强化。
社区为基础的部分旨在在青少年当地环境中促进积极、共享和无屏幕的休闲活动。 核心要素是创建由青少年、教师、健康专业人员、家庭代表和社区成员组成的校内社区小组。
该小组接受参与式行动研究方法的培训,使青少年能够积极识别与休闲活动相关的社区资源、障碍和机会。 青少年参与绘制本地资源图,优先考虑可行且具吸引力的电子游戏替代方案,并共同设计适合其环境的休闲活动。
选定的活动通过组织的社区活动和休闲课程实施,可能包括体育、娱乐或志愿活动。 开展传播活动,与家庭、学校、健康服务和更广泛的社区分享经验和成果。 此部分强调青少年领导力、共同决策和可持续性。
小组部分包括在干预学校向青少年提供的课堂正念和情绪发展项目。 该项目基于国际认可的正念方案,并适应教育背景和青少年早期发展阶段。
项目通过学校课时的结构化课程进行,注重注意力发展、情绪意识、压力管理和自我调节。 课程结合体验式实践、反思活动和适合年龄的讨论。 无最低参与者人数要求,并进行调整以确保有特殊教育需求学生的可及性。
此部分旨在解决与问题性电子游戏使用相关的个人因素,如冲动性和情绪失调,同时补充社区为基础的活动。
个体部分针对青少年环境中的成年人,包括家庭成员和社区小组成员。 它包括一个在线、自导的项目,结合正念实践和认知行为策略。
项目通过数字平台提供,并在数周内完成。 包括结构化模块,配有指导实践、心理教育内容和旨在改善情绪调节、压力管理和幸福感的练习。 参与是自愿的,并要求知情同意。
此部分旨在加强成年人的支持作用,促进青少年环境之间的一致性,强化健康的休闲习惯和情绪技能。
数据在三个时间点收集:基线(干预前)、干预后和随访。 使用验证工具评估问题性电子游戏使用、潜在电子游戏成瘾、正念、心理健康、冲动性、网络欺凌、社会支持和在线体验。 成年参与者完成与正念相关的测量。
使用出勤记录和数字访问记录系统记录每个干预部分的依从性,允许评估参与度和剂量反应关系。
数据使用安全的电子数据采集系统管理,采用假名化和识别信息分离。 这确保遵守数据保护法规并支持数据完整性。
统计分析使用多水平混合效应模型,以考虑数据的层次结构(学生嵌套在班级和学校中)和随时间重复的测量。 分析比较干预组和对照组之间的变化,同时调整年龄、性别、依从性和背景因素等相关协变量。
基于主要和次要结果的相对改善,建立干预成功的预定义标准,参考先前缺乏严格可比干预的情况。
研究遵守涉及未成年人的伦理原则,包括知情同意程序和对保密性和包容性的特殊保护。 活动进行调整,确保有特殊教育需求参与者的可及性。
传播贯穿整个研究,针对家庭、学校、健康服务和社区开展结构化活动。 研究数据遵循FAIR原则准备,以支持透明度和未来研究。
研究类型
注册 (实际的)
阶段
- 不适用
联系人和位置
学习地点
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Pontevedra
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Vigo、Pontevedra、西班牙、36201
- Centro de Saúde de Rosalía de Castro
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参与标准
资格标准
适合学习的年龄
- 孩子
接受健康志愿者
描述
入选标准:
- 对于青少年:
- 入组时年龄在11至15岁之间。
- 在参与学校就读中学一年级。
- 被分配到干预组或对照组的班级就读。
- 由父母或法定监护人提供书面知情同意书。
- 根据年龄和规定(14岁),青少年在适用时需提供同意书。
- 对于成年人:
- 作为干预组青少年的父母、法定监护人、教师、医疗专业人员或社区成员。
- 愿意参与研究的成人部分。
- 提供书面知情同意书。
排除标准:
- 对于青少年:
- 入组时年龄低于11岁或高于15岁。
- 缺乏父母或法定监护人的书面知情同意书。
- 青少年在适用时拒绝或无法提供同意书。
- 由于语言或理解障碍无法合理调整,导致无法完成研究问卷。
- 对于成年人:
- 缺乏书面知情同意书。
- 无法访问或使用在线干预所需的数字平台。
- 由于语言或理解障碍无法完成研究问卷。
学习计划
研究是如何设计的?
设计细节
- 主要用途:治疗
- 分配:随机化
- 介入模型:并行分配
- 屏蔽:无(打开标签)
武器和干预
参与者组/臂 |
干预/治疗 |
|---|---|
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实验性的:Intervention Group
Participants in this arm include first-year secondary school students attending educational centres assigned to the intervention group, together with participating adults from the adolescents' immediate environment. Adolescents receive a coordinated multicomponent intervention comprising: (1) a participatory community-based programme in which they identify local leisure resources and co-design healthy, screen-free activities; and (2) a structured classroom-based mindfulness programme aimed at strengthening attention, emotional awareness, and self-regulation. Participating adults (including family members, caregivers, teachers, healthcare professionals, and community representatives) complete an individual, self-guided online programme combining mindfulness practices with cognitive-behavioural strategies. All intervention components are delivered in addition to usual educational activities. |
The community component is based on participatory action research and actively involves adolescents in identifying local leisure needs, recognising community assets, and co-designing healthy screen-free alternatives.
It consists of three 50-minute classroom sessions facilitated by trained members of the research team.
Students use community mapping and photovoice to explore their everyday leisure environments, produce photographs with short narratives, and contribute to a collective map.
The materials are then discussed in small groups to identify available resources, barriers, and opportunities for improvement.
Finally, students prioritise the proposals through voting and jointly develop two feasible community-based leisure activities.
The core structure is standardised across schools, while the specific content and activities are adapted to each local context.
Attendance, adaptations, and implementation fidelity are recorded throughout the process.
The adolescent mindfulness component is a structured classroom-based programme adapted from established Mindfulness-Based Stress Reduction and Mindfulness-Based Cognitive Therapy protocols.
It aims to strengthen attention, emotional awareness, and behavioural self-regulation.
The programme consists of eight face-to-face group sessions of approximately 50 minutes, delivered during school hours.
Content follows a progressive sequence focused on awareness of the body and breathing, physical sensations, emotions, thoughts, and open awareness.
Sessions combine guided mindfulness practices with age-appropriate reflection and discussion, helping students recognise internal experiences and respond to them in a less automatic way.
Brief mindfulness exercises are also encouraged in other school settings to support the transfer of skills to daily life.
No minimum group size is required, and the intervention is delivered in addition to usual educational activities.
The adult mindfulness component is an individual, self-guided online programme for parents, caregivers, teachers, healthcare professionals, and community representatives in the adolescents' immediate environment.
It aims to improve participants' mindfulness and psychological well-being while providing practical tools to support adolescents in developing healthier leisure habits.
The programme consists of six sessions of approximately 45 minutes each and is designed to be completed over eight weeks at the participant's own pace.
Its content combines mindfulness practices with cognitive-behavioural strategies focused on emotional regulation, stress management, self-awareness, and more mindful responses in everyday situations.
The programme is accessed through digital devices, requires no minimum number of participants, and is intended to strengthen adults' role as supportive models within adolescents' family, school, healthcare, and community environments.
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无干预:Control Group
Participants in this arm include first-year secondary school students attending educational centres assigned to the control group.
They do not receive any of the multicomponent intervention activities and continue with usual educational practice throughout the study period.
Control-group participants complete the study assessments at the predefined time points to allow comparison with participants from intervention schools.
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研究衡量的是什么?
主要结果指标
结果测量 |
措施说明 |
大体时间 |
|---|---|---|
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Problematic Video Game Use and Game Addiction
大体时间:One year and a half, and at follow-up (6 months after study completion)
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Change in problematic video game use and gaming disorder symptoms among adolescents, assessed using the validated Spanish versions of the Game Addiction Scale for Adolescents (GASA) and the Ten-Item Internet Gaming Disorder Test (IGDT-10). The GASA is a seven-item self-report instrument. Total scores range from 7 to 35, with higher scores indicating greater severity of problematic gaming and addiction-related symptoms. The scale has shown adequate internal consistency, with Cronbach's alpha values ranging from 0.81 to 0.83. The IGDT-10 is a ten-item self-report instrument assessing the nine DSM-5 criteria for Internet Gaming Disorder. Using the criteria-based scoring procedure, total scores range from 0 to 9, with higher scores indicating that a greater number of diagnostic criteria are met and greater gaming disorder severity. The instrument has demonstrated acceptable internal consistency, with Cronbach's alpha values ranging from 0.62 to 0.75. |
One year and a half, and at follow-up (6 months after study completion)
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次要结果测量
结果测量 |
措施说明 |
大体时间 |
|---|---|---|
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Mindfulness in Adolescents
大体时间:One year and a half, and at follow-up (6 months after study completion)
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Change in mindfulness levels among adolescents will be assessed using the validated Spanish version of the Child and Adolescent Mindfulness Measure (CAMM).
This 10-item self-report instrument uses a five-point Likert response scale and assesses present-moment awareness and responses to internal experiences.
Total scores range from 0 to 40, with higher scores indicating greater mindfulness.
The Spanish version has shown acceptable internal consistency (Cronbach's α = 0.68); ordinal alpha values range from 0.70 to 0.80.
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One year and a half, and at follow-up (6 months after study completion)
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Psychological Well-Being in Adolescents
大体时间:One year and a half, and at follow-up (6 months after study completion)
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Change in psychological well-being among adolescents will be assessed using the shortened Spanish adolescent version of Ryff's Scales of Psychological Well-Being (SPWB).
This 6-item self-report instrument evaluates overall psychological well-being across cognitive, emotional, and behavioural dimensions.
Total scores range from 6 to 36, with higher scores indicating greater psychological well-being.
The Spanish adolescent version has shown adequate internal consistency, with Cronbach's α = 0.78.
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One year and a half, and at follow-up (6 months after study completion)
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Impulsivity in Adolescents
大体时间:One year and a half, and at follow-up (6 months after study completion)
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Change in impulsivity traits among adolescents will be assessed using the validated Spanish short version of the Scale of Impulsivity for Children and Adolescents (BUPPS-P-NA).
This 20-item self-report instrument measures five dimensions: negative urgency, lack of perseverance, lack of premeditation, sensation seeking, and positive urgency.
Each subscale contains four items rated from 1 to 4, giving a score range of 4 to 16.
Higher scores indicate greater levels of the corresponding impulsivity trait.
Items from the lack of perseverance and lack of premeditation subscales are reverse-scored before calculating their totals.
The instrument has shown adequate internal consistency, with Cronbach's α values ranging from 0.61 to 0.77.
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One year and a half, and at follow-up (6 months after study completion)
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Cyberbullying Involvement
大体时间:One year and a half, and at follow-up (6 months after study completion)
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Prevalence and change in cyberbullying involvement among adolescents will be assessed using the validated Spanish version of the European Cyberbullying Intervention Project Questionnaire (ECIP-Q).
This 22-item self-report instrument includes two 11-item dimensions: cybervictimisation and cyberaggression.
Items are rated on a five-point Likert scale from 0 to 4. Scores for each dimension range from 0 to 44, with higher scores indicating greater involvement as a victim or aggressor, respectively.
The instrument has shown high reliability, with McDonald's ω = 0.99 and Cronbach's α = 0.96.
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One year and a half, and at follow-up (6 months after study completion)
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Perceived Social Support
大体时间:One year and a half, and at follow-up (6 months after study completion)
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Change in perceived social support among adolescents will be assessed using the validated Spanish adolescent version of the Multidimensional Scale of Perceived Social Support (MSPSS).
This 12-item self-report instrument measures perceived support from three sources: family, friends, and significant others.
Items are rated on a 7-point Likert scale from 1 (very strongly disagree) to 7 (very strongly agree).
Total scores range from 12 to 84, with higher scores indicating greater perceived social support.
The Spanish adolescent version has shown excellent internal consistency, with Cronbach's α = 0.88.
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One year and a half, and at follow-up (6 months after study completion)
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Self-Reported Video Game Use Time
大体时间:One year and a half, and at follow-up (6 months after study completion)
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Number of hours spent playing video games will be self-reported by adolescents using an ad hoc questionnaire.
Participants will report their typical gaming time separately for weekdays and weekends, allowing changes in video game use across these two periods to be assessed.
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One year and a half, and at follow-up (6 months after study completion)
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Mindfulness in Adults
大体时间:One year and a half
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Change in mindfulness levels among adults in the adolescents' immediate environment will be assessed using the validated Spanish version of the 15-item Five Facets of Mindfulness Questionnaire (FFMQ-15).
This self-report instrument assesses five dimensions: observing, describing, acting with awareness, non-judging of inner experience, and non-reactivity to inner experience.
Items are rated from 1 ("never or very rarely true") to 5 ("very often or always true").
Total scores range from 15 to 75, with higher scores indicating greater mindfulness.
The instrument has shown acceptable internal consistency, with Cronbach's α values ranging from 0.69 to 0.78.
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One year and a half
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Family-Reported Video Game Use
大体时间:At the start of the intervention, with a maximum duration of 6 months.
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Number of hours adolescents spend playing video games, as reported by their family members or caregivers using an ad hoc questionnaire.
Respondents will report the adolescent's typical gaming time separately for weekdays and weekends, allowing changes in gaming duration across these two periods to be assessed.
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At the start of the intervention, with a maximum duration of 6 months.
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其他结果措施
结果测量 |
措施说明 |
大体时间 |
|---|---|---|
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对社区组成部分的依从性
大体时间:在整个干预期间(平均1年)。
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对社区干预措施的依从水平,通过系统记录参与社区会议和活动的出勤情况进行评估。
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在整个干预期间(平均1年)。
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对团体正念计划(青少年)的坚持
大体时间:在整个干预期间(平均1年)。
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课堂正念与情绪发展计划的遵守程度,通过预定课程的出勤记录进行衡量。
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在整个干预期间(平均1年)。
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坚持个人在线计划(成人)
大体时间:在整个干预期间(平均8个月)。
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成人个体化在线正念与情绪调节计划的依从水平,通过自动化平台访问和活动日志进行评估。
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在整个干预期间(平均8个月)。
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合作者和调查者
调查人员
- 首席研究员:Ana M. Clavería Fontán, Primary Care Health Technician、Servicio Gallego de Salud
出版物和有用的链接
一般刊物
- Mettler, J., Mills, D.J., Heath, N.L. (2020). Problematic Gaming and Subjective Well-Being: How Does Mindfulness Play a Role? International Journal of Mental Health and Addiction, 18(3), 720-736.
- Kim J, Lee S, Lee D, Shim S, Balva D, Choi KH, Chey J, Shin SH, Ahn WY. Psychological treatments for excessive gaming: a systematic review and meta-analysis. Sci Rep. 2022 Nov 28;12(1):20485. doi: 10.1038/s41598-022-24523-9.
- Ji Y, Yin MXC, Zhang AY, Wong DFK. Risk and protective factors of Internet gaming disorder among Chinese people: A meta-analysis. Aust N Z J Psychiatry. 2022 Apr;56(4):332-346. doi: 10.1177/00048674211025703. Epub 2021 Jul 10.
- Király, O., Griffiths, M.D., & Demetrovics, Z. (2015). Internet Gaming Disorder and the DSM-5: Conceptualization, Debates, and Controversies. Current Addiction Reports, 2(3), 254-262.
- King DL, Delfabbro PH, Billieux J, Potenza MN. Problematic online gaming and the COVID-19 pandemic. J Behav Addict. 2020 Apr 29;9(2):184-186. doi: 10.1556/2006.2020.00016. Print 2020 Jun.
- Andrade-Pérez, B.A., Guadix-García, I.G., Rial-Boubeta, A.R., & Suárez-Lorenzo, F.S. (2021). El impacto de la tecnología en la adolescencia: relaciones, riesgos y oportunidades. UNICEF.
- Gao YX, Wang JY, Dong GH. The prevalence and possible risk factors of internet gaming disorder among adolescents and young adults: Systematic reviews and meta-analyses. J Psychiatr Res. 2022 Oct;154:35-43. doi: 10.1016/j.jpsychires.2022.06.049. Epub 2022 Jul 19.
- Derevensky JL, Hayman V, Lynette Gilbeau. Behavioral Addictions: Excessive Gambling, Gaming, Internet, and Smartphone Use Among Children and Adolescents. Pediatr Clin North Am. 2019 Dec;66(6):1163-1182. doi: 10.1016/j.pcl.2019.08.008.
- Rial Boubeta, A. R. (2022). Adolescencia, tecnología, salud y convivencia: un estudio integral y proactivo desde los propios adolescentes. Fundación Barrié.
研究记录日期
研究主要日期
学习开始 (实际的)
初级完成 (实际的)
研究完成 (估计的)
研究注册日期
首次提交
首先提交符合 QC 标准的
首次发布 (实际的)
研究记录更新
最后更新发布 (实际的)
上次提交的符合 QC 标准的更新
最后验证
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