Department of Psychology, Faculty of Social Sciences, University of Macau, Macao, China; Centre for Cognitive and Brain Sciences, Institute of Collaborative Innovation, University of Macau, Macao, China.
Department of Psychology, Faculty of Social Sciences, University of Macau, Macao, China; Centre for Cognitive and Brain Sciences, Institute of Collaborative Innovation, University of Macau, Macao, China; Faculty of Teacher Education, Pingdingshan University, Pingdingshan, China.
Addict Behav. 2023 Dec;147:107836. doi: 10.1016/j.addbeh.2023.107836. Epub 2023 Aug 25.
Engaging in online gaming is often considered as an avoidance strategy to cope with stress. This study aimed to test whether metacognitions make a unique contribution and which of them is/are the most salient to explaining Internet Gaming Disorder (IGD) tendency after controlling for age, gender, and stress. We further explored the structure of relationships between these variables by testing a metacognitively mediated stress-IGD model. A convenience sample of 1255 Chinese young adults with gaming experience (age ranged from 18 to 27; 57.0% females) completed an anonymous online questionnaire in June 2021. Each metacognitions subscale was positively correlated with IGD tendency, whilst cognitive confidence and positive beliefs about worry were identified as the most salient dimensions among metacognitions for IGD tendency after controlling for demographics and stress. The mediation path model showed acceptable fit after implementing minor modifications. The bootstrapping results showed that the effect of stress on IGD tendency was fully mediated, with metacognitions and escape motivation as independent mediators. In the model, the paths from both positive metacognitions and uncontrollability/danger metacognitions to escape motivation (and in turn IGD) remained significant, whilst the path between cognitive confidence and IGD also remained significant. The findings suggest revisions to the stress-coping model consistent with self-regulatory executive function theory, and advance our understanding of the potential risk factors linking stress to problematic gaming. Enhancing individuals' capacity for metacognitive regulation may be an effective approach for future IGD preventive interventions among Chinese young gamers.
参与在线游戏通常被认为是一种应对压力的回避策略。本研究旨在检验元认知是否能做出独特的贡献,以及在控制年龄、性别和压力后,哪些元认知因素对解释网络游戏障碍(IGD)倾向最为重要。我们进一步通过测试元认知中介的压力-IGD 模型来探索这些变量之间关系的结构。2021 年 6 月,我们采用方便抽样法,对 1255 名有游戏经验的中国年轻成年人(年龄在 18 至 27 岁之间,57.0%为女性)进行了一项匿名在线问卷调查。每个元认知分量表都与 IGD 倾向呈正相关,而在控制人口统计学和压力后,认知信心和对担忧的积极信念被确定为元认知中与 IGD 倾向最相关的维度。经过轻微修改后,中介路径模型的拟合度较好。bootstrap 结果表明,压力对 IGD 倾向的影响完全由元认知和逃避动机介导。在该模型中,正性元认知和不可控性/危险元认知到逃避动机(进而到 IGD)的路径均具有统计学意义,而认知信心到 IGD 的路径也具有统计学意义。研究结果表明,对压力应对模型进行了修订,使其与自我调节执行功能理论相一致,并进一步了解了将压力与问题性游戏联系起来的潜在风险因素。提高个体的元认知调节能力可能是未来中国年轻游戏玩家预防 IGD 的有效方法。