[青少年及青年群体网络游戏成瘾特征评估]
[Evaluation of the characteristics of addiction to online video games among adolescents and young adults].
作者信息
Schmit S, Chauchard E, Chabrol H, Sejourne N
机构信息
Octogone, centre d'études et de recherches en psychopathologie, université de Toulouse Le-Mirail, 21, rue d'Alsace-Lorraine, 31000 Toulouse, France.
出版信息
Encephale. 2011 Jun;37(3):217-23. doi: 10.1016/j.encep.2010.06.006. Epub 2010 Aug 17.
OBJECTIVES
The objectives of this study are to assess the social characteristics, coping strategies, self-esteem and depressive symptoms in a population-dependent and not dependent on video games online, in order to investigate the correlations existing between these characteristics.
METHOD
The study was conducted among 193 subjects. Data were collected through a global questionnaire constituted of several scales. The global questionnaire consisted of a sociodemographic part (age, sex, social status, most played game, number of hours per week devoted to the game), a questionnaire assessing dependence and abuse according to the DSM -IV-TR, the feeling of social belonging scale (or ESAS which was doubled to collect information about the belonging in real life and virtual life), the Ways of coping check-list (WCCL), the Rosenberg self-esteem scale (EES), the Quality of interpersonal relations scale (EQRI), the UCLA Loneliness scale and the Center for epidemiologic studies depression scale (CES-D). The questionnaire was broadcasted on the Internet, specifically in the forums dedicated to "massively multiplayer online role-playing games" and in young people's forums in specific subject headings.
RESULTS
The results show that there are significant differences between the two populations, especially regarding the social characteristics, depressive symptoms, self-esteem and coping strategies. In the entire population, 66 subjects (42%) were considered dependent on online video games and 92 subjects (58%) were not considered dependent. In the dependent population, the number of hours spent playing per week, the score of social belonging in the virtual life, the coping focused on the emotion, the score of loneliness or social isolation and the score obtained on the CES-D appeared more important than the scores obtained by the non-dependent. Moreover, the average age, the scores of social belonging in real life, self-esteem and sub-dimensions "family" and "friends" of the quality of interpersonal relations scale are lower than those obtained by the non-dependent. Furthermore, the number of hours of play per week, the feeling of social belonging, self-esteem, quality of family relationships and loneliness are predictive factors of addiction to video games online.
CONCLUSION
These results suggest that one of the crucial issues in dependence is the monitoring of game practice. Indeed, dependence on video games is based on a real hardware that needs to be controlled and managed by a third party before the emergence of a dependency. Therefore the results of this study suggest the establishment of better prevention, especially among parents who are confronted in majority with a world and a technology that is unknown or too complicated. In the case of a proven addiction, the study proposes care therapy focused on the social link, especially the family link, and a particular care to work on self-esteem.
目的
本研究旨在评估依赖和不依赖网络游戏人群的社会特征、应对策略、自尊及抑郁症状,以探究这些特征之间存在的相关性。
方法
该研究在193名受试者中开展。数据通过由多个量表构成的综合问卷收集。综合问卷包括社会人口统计学部分(年龄、性别、社会地位、最常玩的游戏、每周玩游戏的时长)、一份根据《精神疾病诊断与统计手册》第四版修订版评估依赖和滥用情况的问卷、社会归属感量表(或ESAS,该量表加倍以收集有关现实生活和虚拟生活中归属感的信息)、应对方式清单(WCCL)、罗森伯格自尊量表(EES)、人际关系质量量表(EQRI)、加州大学洛杉矶分校孤独感量表以及流行病学研究中心抑郁量表(CES-D)。问卷在互联网上发布,具体发布在专门讨论“大型多人在线角色扮演游戏”的论坛以及年轻人论坛的特定主题板块。
结果
结果显示,这两类人群之间存在显著差异,尤其是在社会特征、抑郁症状、自尊和应对策略方面。在整个人口中,66名受试者(42%)被认为依赖网络游戏,92名受试者(58%)不被认为有依赖。在有依赖的人群中,每周玩游戏的时长、虚拟生活中的社会归属感得分、专注于情绪的应对方式、孤独或社会隔离得分以及在CES-D上获得的得分,比无依赖人群获得的得分显得更为重要。此外,平均年龄、现实生活中的社会归属感得分、自尊以及人际关系质量量表中“家庭”和“朋友”子维度的得分低于无依赖人群。而且,每周玩游戏的时长、社会归属感、自尊、家庭关系质量和孤独感是网络游戏成瘾的预测因素。
结论
这些结果表明,成瘾问题的关键之一在于对游戏行为的监测。确实,对网络游戏的依赖基于一种实际的硬件,在成瘾出现之前需要由第三方进行控制和管理。因此,本研究结果建议建立更好的预防措施,尤其是在大多数家长面对一个未知或过于复杂的世界和技术的情况下。对于已证实的成瘾情况,该研究提出以社会联系,尤其是家庭联系为重点的护理治疗,并特别关注提升自尊。