Institute for Psychology, Bundeswehr University Munich, Neubiberg, Germany.
Cyberpsychol Behav Soc Netw. 2021 Feb;24(2):94-100. doi: 10.1089/cyber.2020.0234. Epub 2020 Sep 9.
Video gaming has become massively adopted over the last years and Internet gaming disorder (IGD) has been noted as an increasing mental health problem. In this context, earlier studies focused on raw playtime (number of hours). Later studies also incorporated gaming motives while social contexts were not considered directly. Because social inclusion is one of the most powerful predictors of general mental health, in this study, we focused on the social context in which games are played. The sample consisted of 13,464 participants from 109 different countries, who played an average of ∼22 hours per week. Psychological well-being was assessed with the Satisfaction with Life Scale, the Generalized Anxiety Disorder 7 questionnaire, and the Social Phobia Inventory. We found that raw playtime is an uninformative predictor of a gamer's mental health and believe that earlier studies with smaller sample sizes may have overestimated its influence. Gaming motives (achievement and escapism, in particular) were generally found to be predictive. Of importance, the social context in which gamers play had large influence on their mental health and can potentially, in combination with the gaming motives, serve as a powerful predictor of clinically relevant at-risk groups in gaming.
近年来,电子游戏已被广泛接受,而网络游戏障碍(IGD)已被认为是一个日益严重的心理健康问题。在这种情况下,早期的研究侧重于原始游戏时间(小时数)。后来的研究也纳入了游戏动机,而没有直接考虑社会背景。由于社会包容是一般心理健康的最有力预测因素之一,因此在这项研究中,我们专注于玩游戏的社会背景。样本包括来自 109 个不同国家的 13464 名参与者,他们平均每周玩游戏约 22 小时。使用生活满意度量表、广泛性焦虑症 7 项问卷和社交恐惧症量表评估心理幸福感。我们发现,原始游戏时间是玩家心理健康的一个无信息预测因素,我们相信,早期的研究由于样本量较小,可能高估了它的影响。游戏动机(尤其是成就和逃避)通常被认为是具有预测性的。重要的是,玩家玩游戏的社会背景对他们的心理健康有很大的影响,并且可以与游戏动机结合起来,成为游戏中具有临床意义的高危群体的有力预测因素。