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作为一种情绪应对策略的有问题的视频游戏使用:来自 MMORPG 游戏玩家样本的证据。

Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers.

机构信息

Department of Psychological and Educational Sciences,University of Palermo, Palermo,Italy.

Istituto per le Tecnologie Didattiche,Consiglio Nazionale delle Ricerche, Palermo,Italy.

出版信息

J Behav Addict. 2019 Mar 1;8(1):25-34. doi: 10.1556/2006.8.2019.02. Epub 2019 Feb 11.

DOI:10.1556/2006.8.2019.02
PMID:30739460
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC7044601/
Abstract

BACKGROUND

A positive relationship between problematic gaming and escapism motivation to play video games has been well established, suggesting that problematic gaming may result from attempts to deal with negative emotions. However, to date, no study has examined how emotion dysregulation affects both escapism motives and problematic gaming patterns.

METHODS

Difficulties in emotion regulation, escapism, and problematic involvement with video games were assessed in a sample of 390 World of Warcraft players. A structural equation modeling framework was used to test the hypothesis that escapism mediates the relationship between emotion dysregulation and problematic gaming.

RESULTS

Statistical analyses showed that difficulties in emotion regulation predicted both escapism motives and problematic gaming, and that escapism partially mediated this relationship.

CONCLUSION

Our findings support the view that problematic players are likely to escape in online games as a maladaptive coping strategy for dealing with adverse emotional experiences.

摘要

背景

游戏成瘾与逃避动机之间存在正相关关系,这表明游戏成瘾可能是由于试图应对负面情绪所致。然而,迄今为止,尚无研究探讨情绪调节障碍如何影响逃避动机和游戏成瘾模式。

方法

本研究对 390 名魔兽世界玩家进行了情绪调节困难、逃避动机和视频游戏成瘾问题评估。采用结构方程模型框架检验了逃避动机在情绪调节困难和游戏成瘾问题之间的中介作用的假设。

结果

统计分析表明,情绪调节困难既可以预测逃避动机,也可以预测游戏成瘾问题,并且逃避动机在两者之间起部分中介作用。

结论

我们的研究结果支持这样一种观点,即问题玩家可能会将在线游戏作为一种应对负面情绪体验的不良应对策略来逃避。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/7d0d/7044601/30a4a26b761c/jba-08-01-02_f002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/7d0d/7044601/63d53e187752/jba-08-01-02_f001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/7d0d/7044601/30a4a26b761c/jba-08-01-02_f002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/7d0d/7044601/63d53e187752/jba-08-01-02_f001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/7d0d/7044601/30a4a26b761c/jba-08-01-02_f002.jpg

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Internet gaming disorder should qualify as a mental disorder.网络成瘾障碍应被认定为一种精神障碍。
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