Stress & Health Research Group. Faculty of Psychology, Autonomous University of Barcelona, 08193 Bellaterra (Cerdanyola del Vallès), Barcelona, Spain.
International Gaming Unit, Nottingham Trent University, Nottingham, England.
BMC Public Health. 2024 Jan 30;24(1):326. doi: 10.1186/s12889-024-17860-z.
Previous studies have associated videogame playing and social media use with suicidal behaviors together with lower stress coping or poor emotion regulation strategies. Due to the inconclusive evidence regarding the factors associated with suicidal behavior, the present study aimed to overcome the limitations of previous research and explored the relationship between adolescent stress, problematic internet use (PIU), gaming disorder (GD), and emotional regulation (ER) in a cross-section design. It was hypothesized that stress would have a direct effect on suicide risk (SR) as well as being mediated by PIU, GD, and ER.
The participants comprised 430 adolescents (58.4% male) aged between 16 and 19 years. They completed an online survey including the Mobile-Related Experiences Questionnaire, Internet Gaming Disorder Scale-Short Form, Meta-Mood Trait Repair Scale, and Spanish version of the Suicidal Behaviors Questionnaire.
A total of 34.2% of the adolescents (N = 147) were at risk for SR. Results also indicated that 30,7% had experienced suicidal ideation at some point in their life, 12.1% had at least one plan to die by suicide, and 5.1% had attempted suicide. Results of path analysis confirmed that stress appeared to be a risk factor for suicide, but that its effects were not mediated by PIU. However, ER and GD mediated the effect of stress on SR. The results suggest that stress is a main risk factor for suicide, especially among adolescents with poor emotional regulation or problematic gaming.
Considering the prevalence of suicide among adolescents, the results of the present study suggest that suicide prevention programs should include emotional regulation strategies, stress coping, and videogaming management skills in the early stages of high school. Providing these protective resources to adolescents will help them face the stressful and changing situations typical of adolescence and will help them to attain greater well-being and satisfaction with life.
先前的研究表明,玩电子游戏和使用社交媒体与自杀行为有关,同时也与较低的压力应对能力或较差的情绪调节策略有关。由于与自杀行为相关因素的证据尚无定论,本研究旨在克服先前研究的局限性,并以横断面设计探索青少年压力、网络问题使用、游戏障碍和情绪调节之间的关系。研究假设压力会直接影响自杀风险(SR),并且通过 PIU、GD 和 ER 产生间接影响。
研究对象为 430 名年龄在 16 至 19 岁之间的青少年(58.4%为男性)。他们完成了一项在线调查,包括移动相关体验问卷、互联网游戏障碍量表-短式、元情绪特质修复量表和西班牙语版自杀行为问卷。
共有 34.2%(N=147)的青少年存在自杀风险。结果还表明,30.7%的青少年曾在某个时候有过自杀念头,12.1%的青少年至少有过一次自杀计划,5.1%的青少年有过自杀未遂经历。路径分析的结果证实,压力似乎是自杀的一个风险因素,但它的影响并未通过 PIU 来传递。然而,情绪调节和游戏障碍在压力对 SR 的影响中起中介作用。研究结果表明,压力是自杀的一个主要风险因素,特别是对情绪调节能力差或游戏障碍严重的青少年而言。
考虑到青少年自杀的普遍性,本研究结果表明,自杀预防计划应在高中早期阶段纳入情绪调节策略、压力应对和电子游戏管理技能。为青少年提供这些保护资源将帮助他们应对青春期典型的压力和变化的情况,有助于他们获得更大的幸福感和对生活的满意度。