Ricquebourg M, Bernède-Bauduin C, Mété D, Dafreville C, Stojcic I, Vauthier M, Galland MC. [Internet and video games among students of Reunion Island in 2010: uses, misuses, perceptions and associated factors].
Rev Epidemiol Sante Publique 2013;
61:503-12. [PMID:
24210787 DOI:
10.1016/j.respe.2013.07.685]
[Citation(s) in RCA: 3] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/11/2012] [Revised: 03/28/2013] [Accepted: 07/03/2013] [Indexed: 10/26/2022] Open
Abstract
BACKGROUND
Describe the uses of Internet and video games and quantify associated problematic uses.
METHODS
Information on student practices concerning the use of the Internet and video games was collected with a self-administered questionnaire. Problematic uses were identified with specific tools (Young criteria and Tejeiro criteria) and with self-evaluative questions. Information on life events with traumatic potential and use of psychoactive substances was also collected. Logistic regression models were applied to identify possible associated factors.
RESULTS
Based on a sample of 1119 subjects, this study showed that students in Reunion Island are very concerned by the uses of the Internet and video games (98% and 46% of respondents). The prevalence of problematic use of the Internet accounted for 6% of respondents. Problematic uses of video games involved 8% of students (18% of gamers). Young people seemed unaware of their problematic practices and were seeking informations. The public respondent was also characterized by vulnerable situations (traumatic events induring their lives, consumption of psychoactive substances). Significant associations (with no identified causality) were examined, in particular between problematic uses of Internet and video games, and life events with traumatic potential.
CONCLUSION
These first estimates of the prevalence of problematic use of Internet and video games on Reunion Island are important to promote locally collective awareness about these modern addictions. These results will be used to guide local actions of prevention and care, especially among younger generations. But it is necessary to conduct further work to better identify the factors associated with these problematic uses (determinants, comorbidities addictive…).
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