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新冠肺炎疫情前后与网络游戏障碍相关的抑郁和焦虑症状:一项纵向研究。

Depression and anxiety symptoms associated with internet gaming disorder before and during the COVID-19 pandemic: A longitudinal study.

机构信息

1Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China.

2Graduate School of Education, University of California, Berkeley, CA, USA.

出版信息

J Behav Addict. 2021 Mar 10;10(1):169-180. doi: 10.1556/2006.2021.00016.

Abstract

BACKGROUND

The coronavirus disease-2019 (COVID-19) pandemic has profoundly impacted aspects of human life globally. Playing videogames has been encouraged by several organizations to help individuals cope with the COVID-19 pandemic and associated restrictive measures. This longitudinal study was the first to examine gaming in the context of the pandemic and its association with depressive and anxiety symptoms.

METHODS

The sample comprised 1,778 children and adolescents (50.7% male) who were part of the Project of School Mental Health in Southwest China. Data were collected at two-time intervals: before the COVID-19 pandemic (October to November 2019 - [T1]) and during the COVID-19 pandemic (April to May 2020 - [T2]). Data were collected on perceived COVID-19 impacts, videogame use, Internet Gaming Disorder (IGD), and depressive and anxiety symptoms. Cross-lagged panel models were computed to examine longitudinal relationships.

RESULTS

The results indicated that both videogame use and IGD increased significantly for adolescents at T2. The cross-lagged panel model results suggested that depressive and anxiety symptoms at T1 positively predicted IGD and videogame use at T2 (especially for boys), but not inversely. Perceived COVID-19 impacts mediated the relationship between depressive and anxiety symptoms at T1 and IGD at T2.

CONCLUSION

Children and adolescents both increased videogame use at T2, but only adolescents significantly increased IGD severity at T2. The findings supported the compensatory hypothesis, and are consistent with the Interaction of Person-Affect-Cognition-Execution model as individual responses to COVID-19 may function as a mediator between personal predisposing variables and IGD.

摘要

背景

2019 年冠状病毒病(COVID-19)大流行在全球范围内深刻影响了人类生活的各个方面。为了帮助个人应对 COVID-19 大流行及其相关限制措施,多个组织鼓励玩电子游戏。这项纵向研究首次在大流行背景下研究了游戏及其与抑郁和焦虑症状的关系。

方法

该样本包括来自中国西南地区学校心理健康计划的 1778 名儿童和青少年(50.7%为男性)。数据在两个时间间隔收集:COVID-19 大流行之前(2019 年 10 月至 11 月-[T1])和 COVID-19 大流行期间(2020 年 4 月至 5 月-[T2])。收集了感知 COVID-19 影响、电子游戏使用、网络游戏障碍(IGD)以及抑郁和焦虑症状的数据。计算了交叉滞后面板模型以检验纵向关系。

结果

结果表明,青少年在 T2 时的电子游戏使用和 IGD 均显著增加。交叉滞后面板模型结果表明,T1 时的抑郁和焦虑症状正向预测 T2 时的 IGD 和电子游戏使用(尤其是男孩),但不是相反。T1 时的感知 COVID-19 影响在 T1 时的抑郁和焦虑症状与 T2 时的 IGD 之间起中介作用。

结论

儿童和青少年在 T2 时都增加了电子游戏的使用,但只有青少年在 T2 时显著增加了 IGD 的严重程度。研究结果支持了补偿假说,与个体对 COVID-19 的反应作为个人易感性变量和 IGD 之间的中介的人际情感认知执行模型一致。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/0cb4/8969853/831fda4ed7ad/jba-10-169-g001.jpg

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