摘要: | 本文旨在系統性調查與整理成年人網路遊戲之研究資料,評估現有研究數量 與範圍,並分析成年群體遊戲消費習慣與其他心理或行為症狀間的關聯,藉以呼籲產官學界重視網路遊戲消費所衍生的健康與社會問題,進而確定未來防治重點與公共衛生策略。我們發現成年人的研究裡面,40 歲以上的研究很少,而遊戲儲值卡的購買玩家,其最大消費偏好是菸品。於台灣,目前網路遊戲消費相關問題多依賴民間、學術界及企業團體自發性措施,缺乏專責政府單位與明確法規。為應對此挑戰,建議建立一個複合型公益多元平台,提供自我檢測工具、資源轉介服務及統計分析功能,幫助用戶及早辨識風險並獲得適切治療支持;同時,平台應定期舉辦專業分享會,促進跨界合作與媒體宣導,提升社會對網路遊戲消費衍生問題的認識。企業方面亦應採取負責任的遊戲設計,維持透明商業模式,積極參與防治工作並支持公眾教育與社會責任報告的發佈,藉由政府、企業與社會各界共同努力,減少遊戲消費對健康所產生的負面影響,促進社會永續發展。另一方面,成年人在網路成癮戒治過程中,初步評估需依賴專業評量工具,但目前多數評量工具主要針對兒童及青少年設計,難以反映成年人自主性強、受監管較少的特點,病識感及污名化效應亦與青少年存在顯著差異。因此,亟需優化或研發適用於成年群體的評量工具,以精確捕捉其網路使用行為及心理動機,進而制定更有效的干預與治療策略。同時,推動民間、政府與醫療機構間的緊密協作、建立完善防護網絡與重視個資保護,將有助於提高成年患者接受治療的意願與效果。;This article aims to systematically investigate and organize research data on adult online gaming, evaluate the number and scope of existing research, and analyze the relationship between adult gaming habits and other psychological or behavioral symptoms, in order to call on industry, government, and academia to pay attention to online gaming. The health and social problems arising from game consumption will then determine future prevention and control priorities and public health strategies. We found that among the studies on adults, there were very few studies on those over 40 years old, and among players who purchase game recharge cards, their biggest consumption preference is tobacco products. In Taiwan, current issues related to online game consumption mostly rely on spontaneous measures by the private sector, academia, and business groups, and lack a dedicated government agency and clear regulations. To meet this challenge, it is recommended to establish a complex public welfare multi-faceted platform that provides self-testing tools, resource referral services, and statistical analysis functions to help users identify risks early and obtain appropriate treatment support; at the same time, the platform should regularly hold professional sharing sessions. Promote cross-sector cooperation and media advocacy to enhance society′s awareness of the issues arising from online game consumption. Companies should also adopt responsible game design, maintain transparent business models, actively participate in prevention and control work, and support public education and the release of social responsibility reports. Through the joint efforts of the government, companies and all sectors of society, we can reduce the negative impact of game consumption on health. negative impact and promote sustainable social development. On the other hand, in the process of Internet gaming addiction treatment for adults, the initial assessment needs to rely on professional assessment tools. However, most assessment tools are currently designed for children and adolescents, which are difficult to reflect the strong autonomy and less supervision of adults. The characteristics of children and adolescents are also significantly different from those of young people in terms of disease awareness and stigma effects. Therefore, there is an urgent need to optimize or develop assessment tools suitable for adult groups to accurately capture their Internet usage behaviors and psychological motivations, and then develop more effective intervention and treatment strategies. At the same time, promoting close collaboration among the private sector, government and medical institutions, establishing a sound protection network and paying attention to personal data protection will help improve the willingness and effectiveness of adult patients to receive treatment. |