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问题性电子游戏使用中的元认知、欲望思维与渴望

Metacognition, Desire Thinking and Craving in Problematic Video Game Use.

作者信息

Bonner Jack, Allen Andrew, Katsikitis Mary, Love Steven, Kannis-Dymand Lee

机构信息

School of Health and Behavioural Sciences, University of the Sunshine Coast, 90 Sippy Downs Drive, Sippy Downs, QLD 4556 Australia.

College of Education, Psychology and Social Work, Flinders University, Stuart Road, Bedford Park, SA 5042 Australia.

出版信息

J Technol Behav Sci. 2022;7(4):532-546. doi: 10.1007/s41347-022-00272-4. Epub 2022 Aug 22.

Abstract

Gaming addiction is now a prevalent and persistent phenomenon in modern society. This study aimed to assess the metacognitive model of desire thinking and craving in explaining problematic video game use and to examine the role that specific motives for gaming have towards positive metacognitions about desire thinking. A sample of participants ( = 186) aged between 18 and 58 years old, who were primarily male (81.8%), played online games and met the inclusion criteria for Internet gaming disorder, completed an online survey, and the data were cross-sectionally analysed. Specifically, path analysis confirmed that the metacognitive model of desire thinking and craving was predictive of gaming-related cognitions and cravings. Furthermore, an expanded model, which included measures of psychopathology, suggested that anger and anxiety may magnify the driving metacognitive and cognitive processes underlying cravings. Finally, a multiple regression revealed that gaming for escapism, coping and skill development associated with stronger positive metacognitions about desire thinking. The findings of this study reinforced the importance of understanding motive when exploring problematic gaming and provided support for the role of metacognitions about desire thinking in shaping video game use cravings. Such findings could benefit both research and practice in their approach to understanding and intervening on problematic gaming behaviours.

摘要

游戏成瘾如今是现代社会中一种普遍且持续存在的现象。本研究旨在评估欲望思维和渴望的元认知模型在解释有问题的视频游戏使用方面的作用,并考察游戏的特定动机对欲望思维积极元认知的影响。一个年龄在18至58岁之间、主要为男性(81.8%)、玩网络游戏且符合网络游戏障碍纳入标准的参与者样本完成了一项在线调查,并对数据进行了横断面分析。具体而言,路径分析证实欲望思维和渴望的元认知模型可预测与游戏相关的认知和渴望。此外,一个纳入了精神病理学测量指标的扩展模型表明,愤怒和焦虑可能会放大渴望背后驱动性的元认知和认知过程。最后,多元回归显示,为逃避现实、应对和技能发展而进行的游戏与对欲望思维更强的积极元认知相关。本研究结果强化了在探究有问题的游戏行为时理解动机的重要性,并为欲望思维的元认知在塑造视频游戏使用渴望方面的作用提供了支持。这些发现可能会对理解和干预有问题的游戏行为的研究与实践有所助益。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f7a9/9393099/31ee11619d0a/41347_2022_272_Fig1_HTML.jpg

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