临床荟萃 ›› 2021, Vol. 36 ›› Issue (10): 922-926.doi: 10.3969/j.issn.1004-583X.2021.10.011

• 论著 • 上一篇    下一篇

河北医科大学学生手机游戏使用现状与睡眠质量和情绪状况的关系

李见鑫1, 张媚祺1, 王子扬2, 孙亚麒2, 王育梅2()   

  1. 1.河北医科大学,河北 石家庄 050000
    2.河北医科大学第一医院 精神科,河北 石家庄 050030
  • 收稿日期:2021-02-09 出版日期:2021-10-20 发布日期:2021-11-10
  • 通讯作者: 王育梅 E-mail:wangyumei19771021@hotmail.com
  • 基金资助:
    大学生创新性实验计划项目——医科大学学生手机游戏使用时长与睡眠质量和精神状况的关系(USIP2019036)

Correlation of current situation of mobile games and sleep quality and emotional state in students of Hebei Medical University

Li Jianxin1, Zhang Meiqi1, Wang Ziyang2, Sun Yaqi2, Wang Yumei2()   

  1. 1. Hebei Medical University, Shijiazhuang 050000, China
    2. Department of Psychiatry, the First Hospital of Hebei Medical University, Shijiazhuang 050030, China
  • Received:2021-02-09 Online:2021-10-20 Published:2021-11-10
  • Contact: Wang Yumei E-mail:wangyumei19771021@hotmail.com

摘要:

目的 探讨河北医科大学学生手机游戏使用现状与睡眠质量和情绪状况的关系,更有针对性地为医学生提出建议,引导医学生合理安排手机游戏使用时长与时间段。结论 选取河北医科大学精神医学、麻醉医学、中西医结合等专业423例学生作为研究对象,收集其社会学资料,包括性别、年龄、居住地、家庭收入、父母受教育程度等。手机游戏使用现状包括“每天花在手机游戏上的时间”和“每天最密集的手机游戏使用时间段”两个问题,前者包括“<2小时” “2~4小时” “>4~6小时” “>6小时”四个组,后者分成“早上”“上午”“中午”“下午”“晚上”五个组。采用匹兹堡睡眠质量指数(Pittsburgh Sleep Quality Index,PSQI)、白天嗜睡量表(Epworth Sleeping Scale,ESS)、焦虑自评量表(Self-rating Anxiety Scale,SAS)评估其睡眠质量,流调中心用抑郁量表(Center for Epidemiological Studies-Depression,CES-D)评估其情绪状况,分析 “每天花在手机游戏上的时间”和“每天最密集的手机游戏使用时间段”对睡眠质量和情绪状况的影响。结果 376例调查者提供了有效数据,有效回收率为88.88%。“每天花在手机游戏上的时间”和“每天最密集的手机游戏使用时间段”对于睡眠质量和情绪状况无影响(均P>0.05);而性别、是否吸烟、学习兴趣、人际关系四项对睡眠质量和情绪状况有影响,差异有统计学意义(均P<0.05)。方法 “每天花在手机游戏上的时间”和“每天最密集的手机游戏使用时间段”与睡眠质量和情绪状况之间无关。男性、吸烟、学习兴趣低和人际关系较差的学生每天花在手机游戏上的时间更长。

关键词: 睡眠, 情绪, 手机游戏

Abstract:

Objective To explore the correlation of current situation of mobile games and sleep quality and emotional state in students of Hebei Medical University, in order to give targeted suggestions to make time length and period of mobile games reasonable.Methods Totally 423 students who came from Departments of Psychiatry, Anesthesiology, and Integrative Medicine of Hebei Medical University were enrolled as research objects.The sociology information of the students as age, gender, place of residence, health status, family income, parents' education level, etc were collected. The current situation of mobile games included two problems time spent on mobile games every day and the most intensive period of using mobile games every day. The former was divided into four groups: <2 hours, 2-4 hours, >4-6 hours and >6 hours, while the latter was divided into five groups: early morning, morning, noon, afternoon and evening. Pittsburgh Sleep Quality Index(PSQI), Epworth Sleepiness Scale(ESS), Self-rating Anxiety Scale(SAS) were used to evaluate sleep quality. Center for Epidemiologic Studies-Depression(CES-D) was used to evaluate emotional state. The influence of the first two problems on their sleep quality and emotional state were analyzed.Results Totally 376 investigators provided valid data, and the effective recovery rate was 88.88%. Time spent on mobile games every day and the most intensive period of using mobile games every day had no effect on sleep quality and emotional state (all P>0.05), while social factors gender, smoking or no-smoking, learning interest, and interpersonal relationship had effects on sleep quality and emotional state, and the difference was statistically significant (all P<0.05).Conclusion Time spent on mobile games every day and the most intensive period of using mobile games every day were not related to sleep quality or emotional state. Male, smoking, low interest in learning, poor interpersonal relationships students spent more time in playing mobile games.

Key words: sleep, emotion, mobile games

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