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个体和人际因素与青少年网络游戏障碍症状的发生率、持续性和缓解相关。

Individual and Interpersonal Factors Associated with the Incidence, Persistence, and Remission of Internet Gaming Disorders Symptoms in an Adolescents Sample.

机构信息

Department Clinical Psychology, Psychobiology and Methodology, Universidad de La Laguna, 38205 San Cristóbal de La Laguna, Spain.

出版信息

Int J Environ Res Public Health. 2021 Nov 5;18(21):11638. doi: 10.3390/ijerph182111638.

Abstract

Video game playing behavior has serious consequences for adolescents on a personal, family, social, and academic level. This research aimed to examine risk and protective factors involving incidence, persistence, and remission of gaming disorders symptoms (IGDs) in Spanish adolescents after nine months of follow-up. Data were drawn from self-administered questionnaires completed on two occasions: at the beginning (T1) and end of the academic year (T2). A total of 950 adolescents aged from 11 to 20 years (M = 14, SD = 1.52, 48.5% female) completed the questionnaire at T1, while 550 adolescents aged from 11 to 18 years (M = 13.43, SD = 1.23, 48.9% female) took part in the follow-up study (T2). The incidence, persistence, and remission rates were 6%, 2.7%, and 4.2%, respectively. Significant relationships with IGDs were found between the male gender and studying at a private school in T1 and T2. The findings show that the time spent playing video games during T1 was positively associated with IGDs in T1 and T2. The incidence of IGDs was associated with emotional problems and low family affection. The persistence of IGDs was linked to higher motor impulsivity, agreeableness, and lower family resolve. Remission was related to a decrease in anxiety and hostility as well as an increase in the emotional stability of adolescents. These findings imply that emotional well-being and family adjustment could be relevant for the effective management of gaming behaviors.

摘要

玩电子游戏的行为会给青少年在个人、家庭、社会和学业等方面带来严重后果。本研究旨在探讨西班牙青少年在九个月的随访后,游戏障碍症状(IGD)的发病、持续和缓解的风险和保护因素。数据来自两次自我管理问卷的调查:第一次在开始(T1),第二次在学年结束时(T2)。共有 950 名 11 至 20 岁的青少年(M = 14,SD = 1.52,48.5%女性)在 T1 完成了问卷,而 550 名 11 至 18 岁的青少年(M = 13.43,SD = 1.23,48.9%女性)参加了随访研究(T2)。发病率、持续率和缓解率分别为 6%、2.7%和 4.2%。在 T1 和 T2 中,与 IGD 显著相关的因素包括男性性别和在私立学校学习。研究结果表明,T1 期间玩电子游戏的时间与 T1 和 T2 期间的 IGD 呈正相关。IGD 的发病与情绪问题和低家庭亲情有关。IGD 的持续与较高的运动冲动性、随和性和较低的家庭决断力有关。缓解与青少年焦虑和敌意的减少以及情绪稳定性的提高有关。这些发现表明,情绪健康和家庭调整可能与游戏行为的有效管理有关。

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