Teng Zhaojun, Pontes Halley M, Nie Qian, Xiang Guangcan, Griffiths Mark D, Guo Cheng
Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China.
School of Psychological Sciences, University of Tasmania, TAS 7250 Launceston, Australia; The International Cyberpsychology and Addictions Research Laboratory (iCARL), University of Tasmania, TAS 7005 Launceston, Australia.
Addict Behav. 2020 Nov;110:106530. doi: 10.1016/j.addbeh.2020.106530. Epub 2020 Jun 27.
The American Psychiatric Association defined Internet Gaming Disorder (IGD) within Section III of the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders as a tentative disorder requiring further research. Although cross-sectional studies have suggested that IGD is closely associated with poorer psychosocial well-being, longitudinal studies scarce, and whether poorer psychosocial well-being is the cause or effect of IGD is still unclear. To address this issue, a longitudinal study including three-wave data from older-aged adolescents and emerging adults (1,054 first-year university students, age range 17-21 years, 41.2% male) was conducted. Cross-lagged panel models were tested to examine the longitudinal association between IGD and psychosocial well-being. The results suggested that IGD negatively affects variables of psychosocial well-being (i.e., self-esteem, social support, and life satisfaction), but not vice versa. The results supported the interpersonal impairment hypothesis, which conceptualizes IGD as a maladaptive response leading to poorer psychosocial well-being. Furthermore, the results also showed that IGD was negatively associated with self-esteem and social support across all three waves with gender differences across these associations and larger correlations for males in comparison to females. In conclusion, the study findings highlight that the classification of IGD as a mental health disorder is appropriate, and that the condition is a risk factor for impaired psychosocial well-being in late adolescence and early adulthood.
美国精神病学协会在《精神疾病诊断与统计手册》第五版第三部分中将网络游戏障碍(IGD)定义为一种需要进一步研究的暂定障碍。尽管横断面研究表明IGD与较差的心理社会幸福感密切相关,但纵向研究很少,而且较差的心理社会幸福感是IGD的原因还是结果仍不清楚。为了解决这个问题,我们进行了一项纵向研究,收集了大龄青少年和刚成年的成年人(1054名大学一年级学生,年龄在17至21岁之间,男性占41.2%)三个阶段的数据。我们测试了交叉滞后面板模型,以检验IGD与心理社会幸福感之间的纵向关联。结果表明,IGD对心理社会幸福感的变量(即自尊、社会支持和生活满意度)有负面影响,但反之则不然。这些结果支持了人际损害假说,该假说将IGD概念化为一种导致较差心理社会幸福感的适应不良反应。此外,结果还表明,在所有三个阶段中,IGD与自尊和社会支持均呈负相关,这些关联存在性别差异,男性的相关性大于女性。总之,研究结果突出表明,将IGD归类为心理健康障碍是合适的,而且这种情况是青春期后期和成年早期心理社会幸福感受损的一个风险因素。