University of Hohenheim, Stuttgart, Germany.
Addiction. 2014 Nov;109(11):1910-7. doi: 10.1111/add.12662. Epub 2014 Jul 15.
To investigate the longitudinal patterns (stability and change) of problematic computer game use and its interdependencies with psychosocial wellbeing in different age groups.
Three-wave, annual panel study using computer-assisted telephone surveys.
Germany.
A total of 112 adolescents aged between 14 and 18 years, 363 younger adults between 19-39 years and 427 adults aged 40 years and older (overall n = 902).
Problematic game use was measured with the Gaming Addiction Short Scale (GAS), which covers seven criteria including salience, withdrawal and conflict. Additionally, gaming behaviour and psychosocial wellbeing (social capital and support, life satisfaction and success) were measured in all three panel waves.
The generally low GAS scores were very stable in yearly intervals [average autocorrelation across waves and age groups: r = 0.74, confidence interval (CI) = 0.71, 0.77]. Only nine respondents (1%, CI = 0.5, 1.9) consistently exhibited symptoms of problematic game use across all waves, while no respondent could be classified consistently as being addicted according to the GAS criteria. Changes in problematic gaming were not related consistently to changes in psychosocial wellbeing, although some cross-lagged effects were statistically significant in younger and older adult groups.
Within a 2-year time-frame, problematic use of computer games appears to be a less stable behaviour than reported previously and not related systematically to negative changes in the gamers' lives.
研究不同年龄组中问题性电脑游戏使用的纵向模式(稳定性和变化)及其与心理健康的相互依存关系。
使用计算机辅助电话调查的三波年度面板研究。
德国。
共有 112 名 14 至 18 岁的青少年、363 名 19-39 岁的年轻成年人和 427 名 40 岁及以上的成年人(总共有 902 人)。
使用游戏成瘾短量表(GAS)测量问题性游戏使用情况,该量表涵盖包括突出、戒断和冲突在内的七个标准。此外,在所有三个面板波中还测量了游戏行为和心理健康(社会资本和支持、生活满意度和成功)。
总体而言,GAS 得分非常低且在每年的间隔内非常稳定[跨波和年龄组的平均自相关:r=0.74,置信区间(CI)=0.71,0.77]。只有 9 名受访者(1%,CI=0.5,1.9)在所有波中始终表现出问题性游戏使用的症状,而根据 GAS 标准,没有受访者可以始终被归类为成瘾。问题性游戏行为的变化与心理健康的变化不一致相关,尽管在年轻和成年组中一些交叉滞后效应在统计学上是显著的。
在 2 年的时间框架内,电脑游戏的问题性使用似乎比以前报告的更不稳定,并且与游戏者生活中的负面变化没有系统关联。