1Department of Psychology, College of Medical and Health Sciences, Asia University, Taichung, Taiwan.
2Center for Prevention and Treatment of Internet Addiction, Asia University, Taichung, Taiwan.
J Behav Addict. 2020 Nov 30;9(4):1022-1031. doi: 10.1556/2006.2020.00081.
Patients with schizophrenia are known to use potentially addictive psychoactive substances as self-medication and to ease psychological distress. Other potentially addictive behaviors such as online gaming are also used to self-medicate and ease psychological distress. However, the role of online gaming and problematic gaming (in the form of internet gaming disorder [IGD]) has not previously been investigated for patients with schizophrenia facing distress.
One hundred and four participants diagnosed with schizophrenia were recruited and completed a number of psychometric scales including the Personal and Social Performance Scale (PSPS), Internet Gaming Disorder Scale-Short Form (IGDS-SF9), Self-Stigma Scale-Short (SSS-S), and Depression, Anxiety, Stress Scale (DASS-21).
The results showed significant negative associations between PSPS, IGDS-SF9, and DASS-21, and significant positive correlations between the IGDS-SF-9, SSS-S and DASS-21. Moreover, IGD did not mediate the association between self-stigma and depression. However, IGD significantly mediated the association between self-stigma and anxiety, and the association between self-stigma and stress. In addition, (i) age and self-stigma were significant predictors for IGD; (ii) social function and self-stigma were significant predictors for depression; (iii) social function, self-stigma, and IGD were significant predictors for anxiety; and (iv) self-stigma and IGD were significant predictors for stress.
The findings suggest that online gaming may be a coping strategy for individuals with schizophrenia with psychological stress and self-stigma and that for some of these individuals, their gaming may be problematic.
已知精神分裂症患者会自行使用潜在成瘾的精神活性物质进行治疗,以缓解心理困扰。其他潜在的成瘾行为,如网络游戏,也被用于自我治疗和缓解心理困扰。然而,之前并未针对面临困扰的精神分裂症患者,研究过网络游戏和问题性游戏(表现为网络成瘾障碍 [IGD])的作用。
招募了 104 名被诊断为精神分裂症的参与者,并完成了多项心理计量学量表,包括个人和社会表现量表(PSPS)、网络成瘾障碍量表-短表(IGDS-SF9)、自我污名量表-短表(SSS-S)和抑郁、焦虑和压力量表(DASS-21)。
结果表明,PSPS、IGDS-SF9 和 DASS-21 之间呈显著负相关,IGDS-SF-9、SSS-S 和 DASS-21 之间呈显著正相关。此外,IGD 并未中介自我污名与抑郁之间的关联。然而,IGD 显著中介了自我污名与焦虑之间的关联,以及自我污名与压力之间的关联。此外,(i)年龄和自我污名是 IGD 的显著预测因素;(ii)社会功能和自我污名是抑郁的显著预测因素;(iii)社会功能、自我污名和 IGD 是焦虑的显著预测因素;以及(iv)自我污名和 IGD 是压力的显著预测因素。
这些发现表明,网络游戏可能是精神分裂症患者应对心理压力和自我污名的一种策略,对于其中一些患者来说,他们的游戏可能存在问题。