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超连接世界中的电子游戏:青少年重度游戏、问题游戏症状及在线社交的横断面研究

Video Gaming in a Hyperconnected World: A Cross-sectional Study of Heavy Gaming, Problematic Gaming Symptoms, and Online Socializing in Adolescents.

作者信息

Colder Carras Michelle, Van Rooij Antonius J, Van de Mheen Dike, Musci Rashelle, Xue Qian-Li, Mendelson Tamar

机构信息

Drs. Michelle Colder Carras, Tamar Mendelson, and Rashelle Musci are with the Department of Mental Health, Johns Hopkins Bloomberg School of Public Health in Baltimore, Maryland, USA; Drs. Antonius Van Rooij and Dike Van de Mheen are with IVO Addiction Research Institute in Rotterdam, The Netherlands and Erasmus MC, University Medical Center in Rotterdam, The Netherlands. Dr. Van Rooij is also with iMinds-MICT-Ghent University, Department of Communication Sciences in Belgium and Dr. Van de Mheen is with Maastricht University, Department of Health Promotion in Maastricht, The Netherlands. Dr. Qian-Li Xue is with the Department of Medicine, School of Medicine, Johns Hopkins University, Baltimore, Maryland and the Center on Aging and Health, Johns Hopkins Medical Institutions, Baltimore, Maryland.

出版信息

Comput Human Behav. 2017 Mar;68:472-479. doi: 10.1016/j.chb.2016.11.060. Epub 2016 Dec 1.

Abstract

AIMS

Examining online social interactions along with patterns of video gaming behaviors and game addiction symptoms has the potential to enrich our understanding of disorders related to excessive video game play.

METHODS

We performed latent class analysis in a sample of 9733 adolescents based on heavy use of games, social networking and instant messaging, and game addiction symptoms. We used latent class regression to determine associations between classes, psychosocial well-being and friendship quality.

RESULTS

We identified two types of heavy gaming classes that differed in probability of online social interaction. Classes with more online social interaction reported fewer problematic gaming symptoms than those with less online social interaction. Most adolescents estimated to be in heavy gaming classes had more depressive symptoms than normative classes. Male non-social gamers had more social anxiety. Female social gamers had less social anxiety and loneliness, but lower self-esteem. Friendship quality attenuated depression in some male social gamers, but strengthened associations with loneliness in some male non-social gamers.

CONCLUSIONS

In adolescents, symptoms of video game addiction depend not only on video game play but also on concurrent levels of online communication, and those who are very socially active online report fewer symptoms of game addiction.

摘要

目的

研究在线社交互动以及视频游戏行为模式和游戏成瘾症状,有可能丰富我们对与过度玩视频游戏相关疾病的理解。

方法

我们基于对游戏、社交网络和即时通讯的大量使用以及游戏成瘾症状,对9733名青少年样本进行了潜在类别分析。我们使用潜在类别回归来确定类别、心理社会幸福感和友谊质量之间的关联。

结果

我们确定了两种重度游戏类别,它们在在线社交互动的可能性上存在差异。在线社交互动较多的类别报告的问题游戏症状比在线社交互动较少的类别少。估计属于重度游戏类别的大多数青少年比正常类别有更多的抑郁症状。男性非社交游戏玩家有更多社交焦虑。女性社交游戏玩家社交焦虑和孤独感较少,但自尊较低。友谊质量减轻了一些男性社交游戏玩家的抑郁,但加强了一些男性非社交游戏玩家与孤独感的关联。

结论

在青少年中,视频游戏成瘾症状不仅取决于视频游戏玩法,还取决于同时期的在线交流水平,并且那些在网上社交非常活跃的人报告的游戏成瘾症状较少。

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