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本文引用的文献

1
Subjective attitudes moderate the social connectedness in esports gaming during COVID-19 pandemic: A cross-sectional study.主观态度在 COVID-19 大流行期间调节电子竞技游戏中的社交联系:一项横断面研究。
Front Public Health. 2023 Jan 4;10:1020114. doi: 10.3389/fpubh.2022.1020114. eCollection 2022.
2
Increased anxiety from fear of Omicron in China as compared to North America and Western Europe: A cross-sectional Kendall's tau-b analysis using the generalized anxiety disorder 7-item questionnaire.与北美和西欧相比,中国因对奥密克戎的恐惧而导致的焦虑增加:使用广泛性焦虑障碍7项问卷的横断面肯德尔tau-b分析。
Front Psychiatry. 2022 Aug 30;13:977361. doi: 10.3389/fpsyt.2022.977361. eCollection 2022.
3
COVID-19-induced new-onset psychosis: a case report.新冠病毒感染所致新发精神病:一例病例报告。
Psychiatry Res Case Rep. 2022 Dec;1(2):100048. doi: 10.1016/j.psycr.2022.100048. Epub 2022 Sep 8.
4
Social Connection as a Public Health Issue: The Evidence and a Systemic Framework for Prioritizing the "Social" in Social Determinants of Health.作为公共卫生问题的社会联系:健康社会决定因素中对“社会”进行优先排序的证据及系统框架。
Annu Rev Public Health. 2022 Apr 5;43:193-213. doi: 10.1146/annurev-publhealth-052020-110732. Epub 2022 Jan 12.
5
A Rapid Realist Review of Effective Mental Health Interventions for Individuals with Chronic Physical Health Conditions during the COVID-19 Pandemic Using a Systems-Level Mental Health Promotion Framework.在 COVID-19 大流行期间,使用系统水平的心理健康促进框架对患有慢性身体健康状况的个体进行有效的心理健康干预措施的快速现实主义综述。
Int J Environ Res Public Health. 2021 Nov 23;18(23):12292. doi: 10.3390/ijerph182312292.
6
Mapping the Presence of Anxiety Symptoms in Adults With Major Depressive Disorder.探寻重度抑郁症成年患者焦虑症状的存在情况
Front Psychiatry. 2021 May 19;12:595418. doi: 10.3389/fpsyt.2021.595418. eCollection 2021.
7
Video game play is positively correlated with well-being.玩电子游戏与幸福感呈正相关。
R Soc Open Sci. 2021 Feb 17;8(2):202049. doi: 10.1098/rsos.202049.
8
Oxytocin, Neural Plasticity, and Social Behavior.催产素、神经可塑性与社会行为。
Annu Rev Neurosci. 2021 Jul 8;44:359-381. doi: 10.1146/annurev-neuro-102320-102847. Epub 2021 Apr 6.
9
Psychological State Among the General Chinese Population Before and During the COVID-19 Epidemic: A Network Analysis.新冠疫情之前及期间中国普通人群的心理状态:一项网络分析
Front Psychiatry. 2021 Feb 26;12:591656. doi: 10.3389/fpsyt.2021.591656. eCollection 2021.
10
Social Capital-Accrual, Escape-From-Self, and Time-Displacement Effects of Internet Use During the COVID-19 Stay-at-Home Period: Prospective, Quantitative Survey Study.新冠疫情居家期间互联网使用的社会资本积累、逃避自我和时间错位效应:前瞻性、定量调查研究。
J Med Internet Res. 2020 Dec 24;22(12):e22740. doi: 10.2196/22740.

积极态度在新冠疫情期间电子竞技游戏时长与心理健康关系中的中介作用

The Mediating Role of Positive Attitudes on the Relationship Between Esports Gaming Hours and Psychological Well-Being During the COVID-19 Pandemic.

作者信息

Shan Dan, Dai ZhiHao, Ge FenFen, Zhang Yanyi, Zheng YuanDian, Gao XiaoYi, Han JunChu

机构信息

Department of Biobehavioral Science, Teachers College, Columbia University, New York City, USA.

School of Medicine, Royal College of Surgeons, Ireland, Dublin, IRL.

出版信息

Cureus. 2023 Mar 18;15(3):e36334. doi: 10.7759/cureus.36334. eCollection 2023 Mar.

DOI:10.7759/cureus.36334
PMID:37077609
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC10109217/
Abstract

Electronic sports game (esports) gaming has seen a surge in popularity, especially during the coronavirus disease 2019 (COVID-19) pandemic, with more young people turning to it as an alternative to physical activities. However, the impact of esports gaming on mental health is a matter of concern. Previous studies have produced inconsistent findings on the relationship between gaming hours and mental health, and the moderating factors involved remain unexplored. This study aimed to investigate the moderating effect of participants' subjective attitudes toward esports gaming on the relationship between daily gaming hours and psychological well-being (PWB) among Chinese young adults during the COVID-19 lockdown. A nationwide online survey was conducted on 550 Chinese young adults using the Credamo platform. Ryff's Psychological Well-Being Scales (42-Item version) were used to assess PWB levels. The analysis included 453 participants. Gaming hours were negatively correlated with PWB scores. However, when considering the moderating effect of subjective attitudes, the association between gaming hours and PWB scores was largely positive. Our study suggests that subjective attitudes toward esports gaming outweigh gaming hours in promoting personal psychological well-being. We propose practical recommendations for healthy esports participation patterns that prioritize positive attitudes, especially in similar future scenarios like COVID-19. Our findings may inform future psychological intervention and research in the esports domain.

摘要

电子竞技游戏的受欢迎程度激增,尤其是在2019年冠状病毒病(COVID-19)大流行期间,越来越多的年轻人将其作为体育活动的替代选择。然而,电子竞技游戏对心理健康的影响令人担忧。以往的研究在游戏时长与心理健康之间的关系上得出了不一致的结果,且其中涉及的调节因素仍未得到探索。本研究旨在调查在COVID-19封锁期间,中国年轻人对电子竞技游戏的主观态度对每日游戏时长与心理健康(PWB)之间关系的调节作用。通过Credamo平台对550名中国年轻人进行了一项全国性在线调查。使用Ryff心理健康量表(42项版本)来评估心理健康水平。分析纳入了453名参与者。游戏时长与心理健康得分呈负相关。然而,在考虑主观态度的调节作用时,游戏时长与心理健康得分之间的关联在很大程度上是正相关的。我们的研究表明,在促进个人心理健康方面,对电子竞技游戏的主观态度比游戏时长更重要。我们针对健康的电子竞技参与模式提出了切实可行的建议,这些模式优先考虑积极态度,尤其是在类似COVID-19这样的未来情景中。我们的研究结果可能为未来电子竞技领域的心理干预和研究提供参考。