Universidad de Granada.
Adicciones. 2018 Jul 12;30(3):179-188. doi: 10.20882/adicciones.872.
This study aims to define and contrast an explanatory model of consumption of alcohol, tobacco consumption, and problematic use of video games based on self-concept and its dimensions in a sample of university students. The research was conducted with a sample of 490 students from the province of Granada (Spain), aged between 20 and 29 years (M = 22.80 ± 3.63), with a homogeneous distribution by gender. The instruments used were the Self-concept Form-5 Questionnaire (García & Musitu, 1999), the Alcohol Use Disorders Identification Test (Saunders, Aasland, Babor, De la Fuente, & Grant, 1993), the Fagerström Test for Nicotine Dependence (Heatherton, Kozlowski, Frecker, & Fagerström, 1991) and the Questionnaire for Experiences Related to Video Games (Chamarro et al., 2014). A model of structural equations was estimated, which was adjusted properly, χ2(8) = 19.843, p = .011; CFI = .963, NFI = .943, IFI = .965, RMSEA = .055. As main results, a positive relationship between social and physical self-concept and consumption of alcohol was obtained, as well as a negative relationship between social self-concept and problematic use of videogames. Academic dimension was negatively related to alcohol and video game use. Furthermore, alcohol consumption was positively related to tobacco consumption and use of video games. It is concluded that levels of self-concept may represent a risk factor in substance abuse and digital leisure, and their study and consideration are appropriate.
本研究旨在基于自我概念及其维度,定义并对比一个解释性模型,以说明大学生群体中酒精消费、烟草消费和游戏障碍的原因。该研究的样本为来自西班牙格拉纳达省的 490 名学生,年龄在 20 至 29 岁之间(M = 22.80 ± 3.63),性别分布均匀。使用的工具包括自我概念问卷-5 (García & Musitu, 1999)、酒精使用障碍识别测试(Saunders, Aasland, Babor, De la Fuente, & Grant, 1993)、尼古丁依赖测试(Heatherton, Kozlowski, Frecker, & Fagerström, 1991)和与视频游戏相关的经验问卷(Chamarro 等人,2014)。我们估计了一个结构方程模型,该模型得到了适当的调整,χ2(8) = 19.843, p =.011;CFI =.963, NFI =.943, IFI =.965, RMSEA =.055。主要结果表明,社会自我概念和身体自我概念与酒精消费呈正相关,而社会自我概念与游戏障碍呈负相关。学术维度与酒精和视频游戏的使用呈负相关。此外,酒精消费与烟草消费和视频游戏的使用呈正相关。结论是,自我概念水平可能是物质滥用和数字休闲的风险因素,因此对其进行研究和考虑是合适的。