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关于茧居族和网络游戏障碍的初步跨文化研究:游戏时长及与父母同住的调节作用

A preliminary cross-cultural study of Hikikomori and Internet Gaming Disorder: The moderating effects of game-playing time and living with parents.

作者信息

Stavropoulos Vasileios, Anderson Emma Ela, Beard Charlotte, Latifi Mohammed Qasim, Kuss Daria, Griffiths Mark

机构信息

Cairnmillar Institute, Australia.

Federation University, Australia.

出版信息

Addict Behav Rep. 2018 Oct 26;9:001-1. doi: 10.1016/j.abrep.2018.10.001. eCollection 2019 Jun.

Abstract

BACKGROUND

Internet Gaming Disorder (IGD) and Hikikomori (an extreme form of social real-life withdrawal, where individuals isolate themselves from society) have both been suggested as mental disorders that require further clinical research, particularly among young adult populations.

OBJECTIVE

To add to the extant literature, the present study used a cross-cultural, cross-sectional design to investigate the association between Hikikomori and IGD, and the potential moderating effects of reported game-playing time and living with parents.

METHOD

Two online samples of 153 Australian and 457 U.S.-North American young adult players of Massively Multiplayer Online (MMO) games were collected. The nine-item Internet Gaming Disorder Scale-Short Form (IGDS-SF9), and the Hikikomori Social Withdrawal Scale were administered to dimensionally assess IGD and Hikikomori, respectively.

RESULTS

Linear regression analyses confirmed that Hikikomori symptoms are associated with IGD. Additionally, moderation analyses indicated that the association was exacerbated by longer game playing time across both populations. Gamers living with their parents was a significant moderator of the relationship for the Australian sample.

CONCLUSIONS

Extreme real-life social withdrawal and IGD are related, and this association is exacerbated for those who spend more time playing MMOs per day, and, for Australian participants, living with their parents.

摘要

背景

网络成瘾障碍(IGD)和茧居族(一种极端的社会现实生活退缩形式,个体将自己与社会隔绝)都被认为是需要进一步临床研究的精神障碍,尤其是在年轻成年人群体中。

目的

为了补充现有文献,本研究采用跨文化、横断面设计,调查茧居族与网络成瘾障碍之间的关联,以及报告的游戏时间和与父母同住的潜在调节作用。

方法

收集了两个在线样本,分别是153名澳大利亚和457名美国北美地区的大型多人在线(MMO)游戏年轻成年玩家。使用九项网络成瘾障碍量表简版(IGDS-SF9)和茧居族社会退缩量表分别从维度上评估网络成瘾障碍和茧居族。

结果

线性回归分析证实,茧居族症状与网络成瘾障碍有关。此外,调节分析表明,在这两个人口中,游戏时间越长,这种关联就越明显。对于澳大利亚样本,与父母同住的玩家是这种关系的一个显著调节因素。

结论

极端的现实生活社会退缩与网络成瘾障碍有关,对于那些每天花更多时间玩MMO游戏的人,以及对于澳大利亚参与者来说,与父母同住会加剧这种关联。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a4fb/6541872/a122dd507a7a/gr1.jpg

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