Résumés
Résumé
La dépendance à Internet et aux jeux vidéo aurait un impact sur les performances académiques et la santé mentale. Un autoquestionnaire en ligne a été proposé à tous les étudiants en médecine de première année de l’Université de Namur (Belgique). Il s’agissait de questions d’ordre sociodémographique, de l’échelle de stress perçu PSS 14 (Perceived Stress Scale), de l’Internet Addiction Test (IAT), du Problem Video Game Playing (PVP) et de l’échelle de dépression MADRS (Montgomery and Asberg Depression Rating Scale). Notre méthodologie ne nous permet pas d’identifier des facteurs causaux, mais bien de mettre en lumière certains facteurs d’intérêt dans une population d’étudiants qui sera soumise lors de ses études et de sa future profession à l’utilisation intensive de ces technologies.
Selon l’IAT, 1 % des étudiants présentent une dépendance à Internet et 24,4 % ont un usage problématique occasionnel. D’après le PVP, 11,4 % des étudiants jouant à des jeux vidéo sont des joueurs problématiques. Les données révèlent par ailleurs des scores significativement plus élevés d’usage problématique d’Internet et des jeux vidéo parmi les étudiants stressés, parmi les étudiants déprimés et parmi ceux ayant de mauvais résultats académiques. Nous attirons l’attention sur le débat nécessaire entre l’utilisation raisonnée et l’utilisation problématique des nouvelles technologies ainsi que sur la nécessité d’une prévention longitudinale dès l’entrée aux études.
Mots-clés :
- cyberaddiction,
- internet,
- jeux vidéo,
- stress,
- dépression,
- addiction à internet,
- trouble du jeu sur internet
Abstract
Dependence on the Internet and video games would have an impact on academic performance and mental health.
Objective Highlight some of the interest factors in a first-year medical student population who will be subjected during their studies and future to the intensive use of these technologies.
Method A self-questionnaire was proposed, from a free access link from February to March 2014, to all first-year medical students at the University of Namur in Belgium. It consisted of questions related to socio-demographic data, Perceived Stress Scale (PSS 14), the Internet Addiction Test (IAT), the Problem Video Game Playing (PVP) and the Montgomery and Asberg Depression Rating Scale (MADRS).
Results According to the Internet Addiction Test (IAT), 1% of the students are addicted to the Internet and 24,4% have occasional problematic use. According to Problem Video Game Playing (PVP), 11,4% of the students playing video games are problem gamblers. The data also show significantly higher scores for problematic use of the Internet and video games among stressed students, depressed students and those with poor academic performance.
Conclusion We draw attention to the necessary debate between the rational use and the problematic use of new technologies as well as the need for longitudinal prevention from the beginning of studies.
Keywords:
- cyberaddiction,
- internet,
- video games,
- stress,
- depression,
- internet addiction,
- internet gaming disorder
Parties annexes
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