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Using the GHQ-12 to screen for mental health problems among primary care patients: psychometrics and practical considerations.使用一般健康问卷-12(GHQ-12)对初级保健患者的心理健康问题进行筛查:心理测量学及实际考量
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Virtual sports deserve real sports medical attention.虚拟运动值得真正的运动医学关注。
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Sleep in elite multi-sport athletes: Implications for athlete health and wellbeing.精英多项目运动员的睡眠:对运动员健康和福利的影响。
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A longitudinal analysis of the relationships among daytime dysfunction, fatigue, and depression in college students.大学生日间功能障碍、疲劳与抑郁的纵向分析。
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The mental health of elite athletes in the United Kingdom.英国精英运动员的心理健康。
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审视电子竞技选手心理健康问题的预测因素。

Examining the Predictors of Mental Ill Health in Esport Competitors.

作者信息

Smith Matthew, Sharpe Benjamin, Arumuham Atheeshaan, Birch Phil

机构信息

School of Sport, Health and Community, Faculty of Health and Wellbeing, University of Winchester, Winchester SO22 4NR, UK.

Institute of Education, Social and Life Sciences, University of Chichester, Chichester PO19 6PE, UK.

出版信息

Healthcare (Basel). 2022 Mar 26;10(4):626. doi: 10.3390/healthcare10040626.

DOI:10.3390/healthcare10040626
PMID:35455804
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9027719/
Abstract

Few research studies have examined the predictors of mental ill health in esports. This study addresses that gap by investigating stressors, sleep, burnout, social phobia anxiety and mental ill health in esport athletes. An online survey was disseminated to competitive student esport athletes ( = 313) residing in the UK. The survey included measures of stressors resulting from competing in esports, sleep quality, burnout, and social phobia, as well as outcome measures of mental ill health. Hierarchical regression analyses examined these relationships. All the hypotheses were supported, with stressors significantly predicting sleep quality, burnout, and social phobia anxiety, and stressors, sleep quality, burnout, and social phobia anxiety were all significant positive predictors of mental ill health. The strength of these predictions varied, for example, the daytime dysfunction subscale of sleep was a strong predictor of all outcome variables; two subscales of burnout, reduced sense of accomplishment and exhaustion significantly predicted each of the three mental ill health outcome variables, and two subscales of social phobia anxiety, fear and avoidance, significantly predicted mental ill health. Our study has important implications for player health in esports, highlighting interventions that could target specific aspects of stress, sleep, burnout, and social phobia anxiety to improve the mental health of those who compete in esports.

摘要

很少有研究探讨电子竞技中精神健康不佳的预测因素。本研究通过调查电子竞技运动员的压力源、睡眠、倦怠、社交恐惧症焦虑和精神健康不佳情况来填补这一空白。一项在线调查被分发给居住在英国的有竞争力的学生电子竞技运动员(n = 313)。该调查包括电子竞技比赛产生的压力源、睡眠质量、倦怠和社交恐惧症的测量,以及精神健康不佳的结果测量。分层回归分析检验了这些关系。所有假设均得到支持,压力源显著预测睡眠质量、倦怠和社交恐惧症焦虑,并且压力源、睡眠质量、倦怠和社交恐惧症焦虑均为精神健康不佳的显著正向预测因素。这些预测的强度各不相同,例如,睡眠的日间功能障碍子量表是所有结果变量的强预测因素;倦怠的两个子量表,成就感降低和疲惫显著预测了三个精神健康不佳结果变量中的每一个,社交恐惧症焦虑的两个子量表,恐惧和回避,显著预测了精神健康不佳。我们的研究对电子竞技运动员的健康具有重要意义,强调了可以针对压力、睡眠、倦怠和社交恐惧症焦虑的特定方面进行干预,以改善电子竞技参与者的心理健康。