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激情还是成瘾?法语常玩游戏者样本中健康与问题性游戏使用的相关因素。

Passion or addiction? Correlates of healthy versus problematic use of videogames in a sample of French-speaking regular players.

机构信息

Laboratory for Experimental Psychopathology, Psychological Science Research Institute, Université catholique de Louvain, Louvain-la-Neuve, Belgium.

Laboratory for Experimental Psychopathology, Psychological Science Research Institute, Université catholique de Louvain, Louvain-la-Neuve, Belgium; Mental Health Institute of the Second Xiangya Hospital, Central South University, Changsha, Hunan, People's Republic of China.

出版信息

Addict Behav. 2018 Jul;82:114-121. doi: 10.1016/j.addbeh.2018.02.031. Epub 2018 Feb 27.

DOI:10.1016/j.addbeh.2018.02.031
PMID:29522932
Abstract

A criticism of current diagnostic approaches to gaming disorder is that they fail to take into account that high and repeated engagement is not problematic per se, nor is it necessarily associated with adverse consequences. To tackle this controversy, we used Confirmatory Factor Analysis (CFA) to test, in regular gamers (N = 268), whether high (but healthy) engagement can be distinguished from problematic engagement by using the Addiction-Engagement Questionnaire (Charlton & Danforth, 2007). We then tested whether differential relationships exist between the engagement and addiction constructs, DSM-5 criteria for Internet gaming disorder (IGD), and psychological factors linked to gaming use and misuse (self-reported impulsivity, motives to play, and depression). Results indicated that a model holding engagement and addiction as two distinct, but related, constructs fits the data well. Second, we showed that although both constructs are linked to the number of IGD criteria endorsed, the relationship is more pronounced for the addiction construct. Third, a differential pattern of correlations was observed with the other study variables, further supporting the need to distinguish the two constructs. Our study emphasizes that research is needed to refine the diagnostic approach to gaming disorder to avoid conflating healthy passion with pathological behavior.

摘要

当前对游戏障碍的诊断方法受到批评,因为它们没有考虑到高度和重复参与本身并不是问题,也不一定与不良后果相关。为了解决这一争议,我们使用验证性因素分析(CFA)在普通游戏者(N=268)中进行测试,使用成瘾-参与问卷(Charlton & Danforth,2007),高(但健康)参与是否可以与有问题的参与区分开来。然后,我们测试了参与和成瘾结构之间是否存在差异关系,与互联网游戏障碍(IGD)相关的 DSM-5 标准,以及与游戏使用和滥用相关的心理因素(自我报告的冲动性、玩游戏的动机和抑郁)。结果表明,一个将参与和成瘾作为两个不同但相关的结构的模型很好地适用于数据。其次,我们表明,尽管这两个结构都与所认可的 IGD 标准数量有关,但对于成瘾结构来说,这种关系更为明显。第三,与其他研究变量观察到不同的相关模式,进一步支持区分这两个结构的必要性。我们的研究强调,需要研究来完善游戏障碍的诊断方法,以避免将健康的激情与病态行为混为一谈。

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