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元认知作为青少年网络游戏的预测指标:伊朗青少年关于网络游戏量表的元认知的心理测量特性

Metacognitions as a predictor of online gaming in adolescents: Psychometric properties of the metacognitions about online gaming scale among Iranian adolescents.

作者信息

Akbari Mehdi, Bahadori Mohammad Hossein, Bouruki Milan Bahman, Caselli Gabriele, Spada Marcantonio M

机构信息

Department of Clinical Psychology, Faculty of Psychology and Education, Kharazmi University, Tehran, Iran.

Department of Clinical Psychology, Faculty of Psychology and Education, Kharazmi University, Tehran, Iran.

出版信息

Addict Behav. 2021 Jul;118:106904. doi: 10.1016/j.addbeh.2021.106904. Epub 2021 Mar 10.

Abstract

The Metacognitions about Online Gaming Scale (MOGS) measures maladaptive metacognitions about online gaming. The purpose of the present study was to evaluate psychometric properties of the MOGS, including its factor structure, reliability, and predictive validity among Iranian adolescents. The scale was administered to 769 Iranian adolescents (577 male, mean age = 16.39 ± 1.68 years) with an age range of 15-19 years. The participants completed the Persian-translated version of the MOGS, the Big Five Inventory-10, the Depression, Anxiety and Stress Scale 21, the Video-Game Related Cognitions Scale, the Motives for Online Gaming Questionnaire, and the Problematic Online Gaming Questionnaire. The results of the Exploratory Factor Analysis (n = 350) and Confirmatory Factor Analysis (n = 419) confirmed three-factors similar to the parent version, including "negative metacognitions about uncontrollability of online gaming" (N-MOGU), "negative metacognitions about dangers of online gaming" (N-MOGD), and "positive metacognitions about online gaming" (P-MOG). The Persian MOGS's reliability showed a suitable internal consistency for the P-MOG, the N-MOGU, the N-MOGD, and the total score in both confirmatory and exploratory samples (range 0.79 to 0.93). A hierarchical regression analysis showed that the Persian MOGS predicted 33.9% of the variance in problematic online gaming independently of personality traits, anxiety, depression, stress, and both gaming-related cognitions and gaming motives. Furthermore, the results of analyses of variance with follow-up Bonferroni pairwise comparisons showed that interaction between the factors of MOGS and types of game and tools of gaming was significant. The findings provide evidence that the Persian MOGS among Iranian adolescents appears psychometrically appropriate to be used by researchers and practitioners dealing with the prevention and treatment of problematic online gaming.

摘要

网络游戏元认知量表(MOGS)用于测量关于网络游戏的适应不良元认知。本研究的目的是评估MOGS的心理测量特性,包括其因子结构、信度以及在伊朗青少年中的预测效度。该量表施测于769名年龄在15至19岁之间的伊朗青少年(577名男性,平均年龄 = 16.39 ± 1.68岁)。参与者完成了波斯语翻译版的MOGS、大五人格量表-10、抑郁、焦虑和压力量表21、与电子游戏相关的认知量表、网络游戏动机问卷以及问题网络游戏问卷。探索性因子分析(n = 350)和验证性因子分析(n = 419)的结果证实了与原版类似的三个因子,包括“关于网络游戏不可控性的消极元认知”(N-MOGU)、“关于网络游戏危险的消极元认知”(N-MOGD)以及“关于网络游戏的积极元认知”(P-MOG)。波斯语MOGS的信度在验证性和探索性样本中均显示出P-MOG、N-MOGU、N-MOGD以及总分具有合适的内部一致性(范围为0.79至0.93)。分层回归分析表明,波斯语MOGS独立于人格特质、焦虑、抑郁、压力以及与游戏相关的认知和游戏动机,预测了问题网络游戏中33.9%的变异。此外,方差分析及后续Bonferroni两两比较的结果表明,MOGS因子与游戏类型和游戏工具之间的交互作用显著。研究结果提供了证据,表明波斯语MOGS在伊朗青少年中在心理测量上似乎适合研究人员和从业者用于处理问题网络游戏的预防和治疗。

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