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中国大学生的错失恐惧(FoMO)与游戏障碍:冲动性和游戏时间作为中介因素

Fear of Missing Out (FoMO) and Gaming Disorder among Chinese University Students: Impulsivity and Game Time as Mediators.

作者信息

Li Li, Griffiths Mark D, Niu Zhimin, Mei Songli

机构信息

School of Humanities and Social Sciences, Gannan Medical University, Ganzhou, China.

International Gaming Research Unit, Nottingham Trent University, Nottingham, UK.

出版信息

Issues Ment Health Nurs. 2020 Dec;41(12):1104-1113. doi: 10.1080/01612840.2020.1774018. Epub 2020 Jul 7.

DOI:10.1080/01612840.2020.1774018
PMID:32634040
Abstract

BACKGROUND AND AIMS

Research into the fear of missing out (FoMO) has greatly increased in recent years. Given the negative consequences of gaming disorder (GD) among a small minority of individuals, there is an increasing need for research examining the impact of FoMO on GD. However, little is known about the roles of impulsivity and gaming time as mediators in the relationship between FoMO and GD. The present study examined whether impulsivity and gaming time mediated the relationship between FoMO (trait-FoMO and state-FoMO) and GD among Chinese university students, as well as the prevalence of GD.

METHODS

A total of 1127 university students completed an online survey including the Chinese Trait-State Fear of Missing Out Scale (T-SFoMOS-C), the Barratt Impulsiveness Scale-Brief (BIS-Brief), gaming time survey, and the Chinese Gaming Disorder Scale (CGDS).

RESULTS

The prevalence of GD was 6.4% among Chinese university students. Trait-FoMO was found to indirectly impact GD via impulsivity and gamine time, whereas the direct effect of trait-FoMO on GD and the mediation effects of gaming time were not confirmed. State-FoMO impacted on GD both directly, and indirectly via the mediation effects of impulsivity as well as impulsivity and gaming time.

CONCLUSION

Trait-FoMO on GD was fully mediated via impulsivity and gaming time, whereas state-FoMO on GD was partly mediated via impulsivity and gaming time. Individuals with high levels of FoMO were more likely to show impulsivity and spend a longer time gaming, and these factors were associated with GD. These findings provide insights to incorporate into health prevention programs to help regulate emotion, control impulsivity, and decrease GD.

摘要

背景与目的

近年来,对错失恐惧症(FoMO)的研究大幅增加。鉴于一小部分人存在游戏障碍(GD)的负面后果,越来越需要研究来考察错失恐惧症对游戏障碍的影响。然而,关于冲动性和游戏时长作为错失恐惧症与游戏障碍之间关系的中介作用,我们所知甚少。本研究探讨了冲动性和游戏时长是否在中国大学生中中介了错失恐惧症(特质性错失恐惧症和状态性错失恐惧症)与游戏障碍之间的关系,以及游戏障碍的患病率。

方法

共有1127名大学生完成了一项在线调查,包括中国特质-状态错失恐惧症量表(T-SFoMOS-C)、巴拉特冲动性量表简版(BIS-Brief)、游戏时长调查以及中国游戏障碍量表(CGDS)。

结果

中国大学生中游戏障碍的患病率为6.4%。发现特质性错失恐惧症通过冲动性和游戏时长间接影响游戏障碍,而特质性错失恐惧症对游戏障碍的直接影响以及游戏时长的中介作用未得到证实。状态性错失恐惧症既直接影响游戏障碍,也通过冲动性以及冲动性和游戏时长的中介作用间接影响游戏障碍。

结论

特质性错失恐惧症对游戏障碍的影响完全通过冲动性和游戏时长中介,而状态性错失恐惧症对游戏障碍的影响部分通过冲动性和游戏时长中介。错失恐惧症水平高的个体更有可能表现出冲动性,且游戏时间更长,而这些因素与游戏障碍有关。这些发现为纳入健康预防计划提供了见解,以帮助调节情绪、控制冲动并减少游戏障碍。

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