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本文引用的文献

1
Self-reported dependence on mobile phones in young adults: A European cross-cultural empirical survey.年轻人自我报告的手机依赖:一项欧洲跨文化实证调查。
J Behav Addict. 2017 Jun 1;6(2):168-177. doi: 10.1556/2006.6.2017.020. Epub 2017 Apr 20.
2
Stress vulnerability in male youth with Internet Gaming Disorder.患有网络游戏障碍的男性青少年的应激易损性。
Psychoneuroendocrinology. 2017 Mar;77:244-251. doi: 10.1016/j.psyneuen.2017.01.008. Epub 2017 Jan 10.
3
The Candy Crush Sweet Tooth: How 'Near-misses' in Candy Crush Increase Frustration, and the Urge to Continue Gameplay.《糖果粉碎传奇》中的甜蜜渴望:《糖果粉碎传奇》中的“险些成功”如何增加挫败感以及继续游戏的冲动。
J Gambl Stud. 2017 Jun;33(2):599-615. doi: 10.1007/s10899-016-9633-7.
4
Smartphone gaming and frequent use pattern associated with smartphone addiction.智能手机游戏及频繁使用模式与智能手机成瘾有关。
Medicine (Baltimore). 2016 Jul;95(28):e4068. doi: 10.1097/MD.0000000000004068.
5
The relationship between addictive use of social media and video games and symptoms of psychiatric disorders: A large-scale cross-sectional study.社交媒体和电子游戏成瘾性使用与精神障碍症状之间的关系:一项大规模横断面研究。
Psychol Addict Behav. 2016 Mar;30(2):252-62. doi: 10.1037/adb0000160.
6
Time distortion associated with smartphone addiction: Identifying smartphone addiction via a mobile application (App).与智能手机成瘾相关的时间扭曲:通过移动应用程序(App)识别智能手机成瘾
J Psychiatr Res. 2015 Jun;65:139-45. doi: 10.1016/j.jpsychires.2015.04.003. Epub 2015 Apr 10.
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The Media and Technology Usage and Attitudes Scale: An empirical investigation.媒体与技术使用及态度量表:一项实证研究。
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Versatility and addiction in gaming: the number of video-game genres played is associated with pathological gaming in male adolescents.游戏中的多样性与成瘾性:男性青少年玩的电子游戏类型数量与病理性游戏行为相关。
Cyberpsychol Behav Soc Netw. 2015 Feb;18(2):129-32. doi: 10.1089/cyber.2014.0342.
9
The invisible addiction: cell-phone activities and addiction among male and female college students.无形的成瘾:男女大学生的手机使用行为与成瘾问题
J Behav Addict. 2014 Dec;3(4):254-65. doi: 10.1556/JBA.3.2014.015.
10
Is excessive online usage a function of medium or activity? An empirical pilot study.过度上网使用是媒介还是活动的功能?一项实证初步研究。
J Behav Addict. 2014 Mar;3(1):74-7. doi: 10.1556/JBA.2.2013.016. Epub 2013 Dec 6.

移动游戏与问题性智能手机使用:比利时与芬兰的比较研究。

Mobile gaming and problematic smartphone use: A comparative study between Belgium and Finland.

机构信息

1 International Gaming Research Unit, Psychology Department, Nottingham Trent University , Nottingham, UK.

2 Laboratory for Experimental Psychopathology, Institut de recherche en sciences psychologiques, Université catholique de Louvain , Louvain-La-Neuve, Belgium.

出版信息

J Behav Addict. 2018 Mar 1;7(1):88-99. doi: 10.1556/2006.6.2017.080. Epub 2018 Jan 9.

DOI:10.1556/2006.6.2017.080
PMID:29313732
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC6035026/
Abstract

Background and aims Gaming applications have become one of the main entertainment features on smartphones, and this could be potentially problematic in terms of dangerous, prohibited, and dependent use among a minority of individuals. A cross-national study was conducted in Belgium and Finland. The aim was to examine the relationship between gaming on smartphones and self-perceived problematic smartphone use via an online survey to ascertain potential predictors. Methods The Short Version of the Problematic Mobile Phone Use Questionnaire (PMPUQ-SV) was administered to a sample comprising 899 participants (30% male; age range: 18-67 years). Results Good validity and adequate reliability were confirmed regarding the PMPUQ-SV, especially the dependence subscale, but low prevalence rates were reported in both countries using the scale. Regression analysis showed that downloading, using Facebook, and being stressed contributed to problematic smartphone use. Anxiety emerged as predictor for dependence. Mobile games were used by one-third of the respective populations, but their use did not predict problematic smartphone use. Very few cross-cultural differences were found in relation to gaming through smartphones. Conclusion Findings suggest mobile gaming does not appear to be problematic in Belgium and Finland.

摘要

背景与目的 游戏应用已成为智能手机的主要娱乐功能之一,但对于少数人来说,这可能会导致危险、禁止和依赖使用等问题。本研究在比利时和芬兰进行了一项跨国研究。目的是通过在线调查来检验智能手机游戏与自我感知的智能手机问题使用之间的关系,以确定潜在的预测因素。 方法 对包括 899 名参与者(30%为男性;年龄范围:18-67 岁)的样本进行了简短版问题手机使用问卷(PMPUQ-SV)的测试。 结果 PMPUQ-SV 的有效性和可靠性良好,尤其是依赖分量表,但两国使用该量表报告的发生率均较低。回归分析表明,下载、使用 Facebook 和感到压力会导致智能手机问题使用。焦虑是依赖的预测因素。各人群中有三分之一使用手机游戏,但使用手机游戏并不能预测智能手机问题使用。在与智能手机游戏相关方面,发现的跨文化差异很少。 结论 研究结果表明,在比利时和芬兰,手机游戏似乎没有问题。