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我们正在玩什么游戏:意大利高中生中问题赌博、问题游戏及不良幸福感的社会心理背景

What game we are playing: the psychosocial context of problem gambling, problem gaming and poor well-being among Italian high school students.

作者信息

Marinaci Tiziana, Venuleo Claudia, Ferrante Lucrezia, Della Bona Salvatore

机构信息

Laboratory of Applied Psychology and Intervention, Department of History, Society and Human Studies, University of Salento, Laboratory of Applied Psychology and Intervention, Department of History, Society and Human Studies, Italy.

Department of Pathological Addictions, Local Health Agency of Lecce, Italy.

出版信息

Heliyon. 2021 Aug 25;7(8):e07872. doi: 10.1016/j.heliyon.2021.e07872. eCollection 2021 Aug.

Abstract

Gambling and gaming are not infrequent among adolescents and preventing low-risk youth from becoming at-risk appears to be a priority of public health strategies. Greater scrutiny of the risk and protective factors in the relationships and community of young people appears crucial in steering prevention initiatives adequately. This study aimed to explore the role of the qualities of relational networks (i.e. family functioning, perceived social and class support), family and peer approval and view of the social environment in predicting problem gambling, problem gaming and overall well-being among adolescents. High-school students aged 14-18 years (N: 595; female: 68,7%) completed a survey including the target variables. A multivariate multiple regression analysis was performed to examine the role of socio-demographic characteristics and psychosocial predictors on gaming, gambling, and well-being. Multivariate multiple regressions identify a common core underpinning problem gambling, gaming and poor well-being but also the distinct roles of psychosocial variables: being male, with low parental monitoring, and an anomic view of the social environment all predict problem gambling and gaming, which were also found to be associated. Low social support predicts problem gambling but not problem gaming; poor family functioning predicts problem gaming but not problem gambling. All the target psychosocial variables, except approval of gambling, predict poor well-being. On the whole the findings suggest the need to look more closely at the way adolescents, their system of activity and their culture participate in constructing the meaning of gambling and gaming activities and their impact on adolescents' well-being, so that future studies and strategies can more effectively examine the relational dynamics in which problem gambling and gaming develop.

摘要

赌博在青少年中并不罕见,预防低风险青少年成为高风险人群似乎是公共卫生策略的一个优先事项。对年轻人人际关系和社区中的风险及保护因素进行更严格的审查,对于妥善指导预防举措似乎至关重要。本研究旨在探讨关系网络的特质(即家庭功能、感知到的社会和阶层支持)、家庭和同伴的认可以及对社会环境的看法在预测青少年问题赌博、问题游戏及总体幸福感方面所起的作用。14至18岁的高中生(N = 595;女性占68.7%)完成了一项包含目标变量的调查。进行了多元多重回归分析,以检验社会人口学特征和心理社会预测因素在游戏、赌博及幸福感方面的作用。多元多重回归确定了问题赌博、问题游戏和幸福感不佳背后的一个共同核心,但也明确了心理社会变量的不同作用:男性、父母监管不足以及对社会环境的失范看法均能预测问题赌博和问题游戏,且二者也存在关联。社会支持低能预测问题赌博,但不能预测问题游戏;家庭功能差能预测问题游戏,但不能预测问题赌博。除了对赌博的认可外,所有目标心理社会变量均能预测幸福感不佳。总体而言,研究结果表明有必要更密切地关注青少年、他们的活动系统及其文化参与构建赌博和游戏活动意义的方式及其对青少年幸福感的影响,以便未来的研究和策略能够更有效地审视问题赌博和问题游戏产生的关系动态。

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