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青少年网络球游戏排外后被排斥苦恼的一个月稳定性

One-Month Stability of Cyberball Post-Exclusion Ostracism Distress in Adolescents.

作者信息

Davidson Charlie A, Willner Cynthia J, van Noordt Stefon J R, Banz Barbara C, Wu Jia, Kenney Joshua G, Johannesen Jason K, Crowley Michael J

机构信息

Department of Clinical Psychology, Mercer University College of Health Professions, 2930 Flowers Rd. S., Rm. 466, Atlanta, GA 30341, USA.

Yale Child Study Center, Yale University School of Medicine, New Haven, CT, USA.

出版信息

J Psychopathol Behav Assess. 2019 Sep;41(3):400-408. doi: 10.1007/s10862-019-09723-4. Epub 2019 Feb 11.

Abstract

We examined one-month reliability, internal consistency, and validity of ostracism distress (Need Threat Scale) to simulated social exclusion during Cyberball. Thirty adolescents (13-18 yrs.) completed the Cyberball task, ostracism distress ratings, and measures of related clinical symptoms, repeated over one month. Need Threat Scale ratings of ostracism distress showed adequate test-retest reliability and internal consistency at both occasions. Construct validity was demonstrated via relationships with closely related constructs of anxiety, anxiety sensitivity, and emotion dysregulation, and weaker associations with more distal constructs of state paranoia and subclinical psychosis-like experiences. While ratings of ostracism distress and anxiety were significantly attenuated at retest, most participants continued to experience post-Cyberball ostracism distress at one-month follow-up, which indicates that the social exclusion induction of Cyberball persisted despite participants' familiarity with the paradigm. Overall, results suggest that the primary construct of ostracism distress is preserved over repeated administration of Cyberball, with reliability sufficient for usage in longitudinal research. These findings have important implications for translating this laboratory simulation of social distress into developmental and clinical intervention studies.

摘要

我们考察了在虚拟球游戏(Cyberball)中模拟社会排斥时,被排斥痛苦感(需求威胁量表)的1个月信度、内部一致性和效度。30名青少年(13 - 18岁)完成了虚拟球任务、被排斥痛苦感评分以及相关临床症状的测量,这些测量在1个月内重复进行。被排斥痛苦感的需求威胁量表评分在两次测量时均显示出足够的重测信度和内部一致性。通过与焦虑、焦虑敏感性和情绪失调等密切相关的构念之间的关系,以及与状态偏执和亚临床精神病样体验等较远构念之间较弱的关联,证明了结构效度。虽然在重测时被排斥痛苦感和焦虑评分显著降低,但大多数参与者在1个月随访时仍继续经历虚拟球游戏后的被排斥痛苦感,这表明尽管参与者熟悉该范式,但虚拟球游戏的社会排斥诱导仍然存在。总体而言,结果表明,在重复进行虚拟球游戏时,被排斥痛苦感的主要构念得以保留,其信度足以用于纵向研究。这些发现对于将这种社会痛苦的实验室模拟转化为发展和临床干预研究具有重要意义。

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