Department of Anthropology, Colorado State University, Fort Collins, CO, 80523-1787, USA.
Human Dimensions of Natural Resources, Colorado State University, Fort Collins, CO, USA.
Cult Med Psychiatry. 2019 Jun;43(2):181-210. doi: 10.1007/s11013-018-9608-5.
We explore the problem of distinguishing the relatively constant versus culturally variable dimensions of mental suffering and disorder in the context of a cross-cultural study of Internet gaming-related distress. We extend the conceptual contrast of "core" and "peripheral" symptoms drawn from game studies and use a framework that synthesizes cultural and neurobiological understandings of emotional distress. In our framework, "core" symptoms are relatively constant across cultures and therefore presumed to be more closely tied to a neurobiological base. By contrast, we treat as "peripheral" symptoms those that are more culturally variable, and thus less directly tied to the neurobiology of addiction. We develop and illustrate this approach with a factor analysis of cross-cultural survey data, resting on previous ethnographic work, through which we compare online gaming distress experienced in North America (n = 2025), Europe (n = 1198), and China (n = 841). We identify the same four-factor structure across the three regions, with Addiction always the first and most important factor, though with variability in regional factors' exact item composition. The study aims to advance an integrative biocultural approach to distinguishing universal as opposed to culturally contingent dimensions of human suffering, and to help resolve debates about whether problem gaming represents a form of addiction.
我们在一项跨文化互联网游戏相关困扰研究的背景下,探讨了区分精神痛苦和障碍中相对稳定与文化可变维度的问题。我们扩展了从游戏研究中得出的“核心”和“外围”症状的概念对比,并使用了一个综合文化和神经生物学对情绪困扰理解的框架。在我们的框架中,“核心”症状在不同文化中相对稳定,因此被认为与神经生物学基础更为密切相关。相比之下,我们将那些更具文化变异性的症状视为“外围”症状,它们与成瘾的神经生物学联系较少。我们通过对跨文化调查数据进行因子分析,并基于先前的民族志工作,发展并说明了这种方法,其中我们比较了北美(n=2025)、欧洲(n=1198)和中国(n=841)的在线游戏困扰。我们发现,这三个地区都存在相同的四因素结构,其中成瘾始终是第一个也是最重要的因素,尽管在区域因素的确切项目组成方面存在差异。该研究旨在推进一种综合生物文化方法,以区分人类痛苦的普遍和文化特定维度,并帮助解决关于问题游戏是否代表一种成瘾形式的争论。