Chung Sun Ju, Jang Joon Hwan, Lee Ji Yoon, Choi Aruem, Kim Bo Mi, Park Min Kyung, Jung Myung Hun, Choi Jung-Seok
Department of Psychiatry, SMG-SNU Boramae Medical Center, Seoul 07061, Korea.
Department of Psychiatry, Seoul National University Health Service Center, Seoul 08826, Korea.
J Clin Med. 2020 Aug 22;9(9):2720. doi: 10.3390/jcm9092720.
This study investigated differences in the self-efficacy and clinical characteristics which were found relevant to addictive behaviors in young adults according to time spent gaming. To our knowledge, this is the first study to explore self-efficacy in casual gamers relative to patients with internet gaming disorder (IGD) and non-gamers. In total, 158 young adults participated in this study and were divided into three groups: excessive gamers, who were diagnosed with IGD based on the Diagnostic and Statistical Manual of Mental Disorder-fifth edition (DSM-5, = 71); casual gamers, who played games regularly but did not meet the criteria for IGD ( = 37); and non-gamers/controls, who did not engage in gaming ( = 50). All participants completed self-administered questionnaires, including measures of self-efficacy and clinical features such as the Barratt Impulsiveness Scale, Beck Depression Inventory, Beck Anxiety Inventory, Behavioral Activation/Inhibition Systems, aggression, and psychosocial well-being. There were significant differences in the self-efficacy according to the extent of gaming (excessive gamers < casual gamers < non-gamers). In addition, aggression, impulsivity, depression, anxiety, level of stress, and behavioral inhibition system scores were significantly higher in excessive gamers than in casual gamers and non-gamers. These findings showed that individuals who spend more time playing games tend to have lower self-efficacy. Our study suggests that self-efficacy may protect against or constitute a risk of excessive gaming, particularly among casual gamers. It is necessary to pay attention to enhancing psychological well-being through self-efficacy to prevent addiction in young adult gamers.
本研究调查了根据游戏时长划分的年轻成年人中,与成瘾行为相关的自我效能感和临床特征的差异。据我们所知,这是第一项探索休闲游戏玩家相对于患有网络游戏障碍(IGD)的患者和非游戏玩家的自我效能感的研究。共有158名年轻成年人参与了本研究,并被分为三组:过度游戏玩家,根据《精神疾病诊断与统计手册》第五版(DSM-5)被诊断为患有IGD(n = 71);休闲游戏玩家,定期玩游戏但不符合IGD标准(n = 37);以及非游戏玩家/对照组,不参与游戏(n = 50)。所有参与者都完成了自我管理的问卷,包括自我效能感测量以及临床特征测量,如巴拉特冲动性量表、贝克抑郁量表、贝克焦虑量表、行为激活/抑制系统、攻击性和心理社会幸福感。根据游戏程度不同,自我效能感存在显著差异(过度游戏玩家<休闲游戏玩家<非游戏玩家)。此外,过度游戏玩家的攻击性、冲动性、抑郁、焦虑、压力水平和行为抑制系统得分显著高于休闲游戏玩家和非游戏玩家。这些发现表明,花更多时间玩游戏的个体往往自我效能感较低。我们的研究表明,自我效能感可能预防过度游戏或构成过度游戏的风险,特别是在休闲游戏玩家中。有必要通过自我效能感来关注增强心理健康,以防止年轻成年游戏玩家成瘾。