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男性电子游戏玩家的心理健康求助行为:一项在线调查。

Mental Health Help-Seeking Behavior of Male Video Game Players: An Online Survey.

机构信息

Cyberpsychology Research Group, Biomedical Informatics and Digital Health, Faculty of Medicine and Health, The University of Sydney, Camperdown, Australia.

出版信息

Cyberpsychol Behav Soc Netw. 2023 Sep;26(9):717-723. doi: 10.1089/cyber.2023.0035. Epub 2023 Aug 4.

Abstract

Video gaming is a popular pastime for young males, having been shown to have both positive and negative effects on players' mental health. The aim of the current study was to ascertain the rate that male video gamers may seek mental health support for mental ill-health generally. The secondary aims were to (a) identify the most prolific barriers to seeking help; (b) determine how confident this group is to seek help; and (c) whether the variance in help-seeking efficacy be explained, in part, by age, hours gamed, self-esteem, and social capital. The survey included sections on demographic information, standardized measures of self-esteem (The Rosenberg Self-Esteem Scale), social capital (The Social Capital in Gaming Scale), help-seeking efficacy (Self-Efficacy to Seek Mental Health Care Scale), and non-standardized measures of help-seeking behavior and help-seeking barriers. The survey of 2,515 participants had a mean age of 21.37 years. The analysis identified that most participants had not sought mental health support for themselves. The most prolific barriers for this cohort to seek help were cost, confidentiality, and trust. Confidence to seek help was rated the lowest for overcoming embarrassment, understanding information, and coping with others' reactions. Help-seeking efficacy was found to be significantly predicted by age, hours spent gaming, self-esteem, and social capital. Low rates of seeking help, coupled with identifying the significant barriers of this group to seek help, may inform researchers aiming to develop targeted interventions for male youth interested in gaming and who are exhibiting mental ill-health to gain initial access, or engage more often, with mental health services when needed. Further research is recommended for investigating male gamers' insights in determining how to overcome the identified barriers for this cohort to improve mental health seeking behavior rather than avoidant behavior. From this, stigma reduction and ease of access to digital mental health services could be improved.

摘要

电子游戏是年轻男性的一种流行消遣方式,已被证明对玩家的心理健康既有积极影响也有消极影响。本研究的目的是确定男性电子游戏玩家可能因心理健康问题而寻求心理健康支持的比率。次要目的是:(a)确定寻求帮助的最常见障碍;(b)确定该群体寻求帮助的信心程度;(c)寻求帮助的功效差异是否部分可以通过年龄、游戏时间、自尊和社会资本来解释。该调查包括人口统计信息、自尊标准化量表(罗森伯格自尊量表)、社会资本(游戏中的社会资本量表)、寻求帮助的功效(寻求心理健康护理量表)和非标准化的寻求帮助行为和寻求帮助障碍的量表。对 2515 名参与者的调查显示,参与者的平均年龄为 21.37 岁。分析确定,大多数参与者没有为自己寻求心理健康支持。该群体寻求帮助的最大障碍是成本、保密性和信任。对于克服尴尬、理解信息和应对他人反应,寻求帮助的信心被评为最低。寻求帮助的功效被发现与年龄、游戏时间、自尊和社会资本显著相关。寻求帮助的低比率,加上确定该群体寻求帮助的重要障碍,可能为旨在为对游戏感兴趣且表现出心理健康问题的男性青年开发针对性干预措施的研究人员提供信息,以帮助他们在需要时获得或更频繁地获得心理健康服务的初始访问权。建议进一步研究男性游戏玩家的见解,以确定如何克服该群体寻求心理健康的障碍,以改善寻求心理健康的行为,而不是回避行为。由此,可以改善减少耻辱感和获得数字心理健康服务的便利性。

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