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一种评估网络游戏障碍中潜在失控风险的新方法的开发。

Development of a Novel Method of Assessing Potential Loss of Control in Internet Gaming Disorder.

作者信息

Demko Zachary, Liu Tingting, Curtis Brenda, Green C Shawn

机构信息

Department of Psychological & Brain Sciences, University of Iowa.

Technology and Translational Research Unit, National Institute on Drug Abuse Intramural Research Program.

出版信息

Technol Mind Behav. 2023 Winter;4(4). doi: 10.1037/tmb0000119. Epub 2023 Nov 8.

Abstract

As video game play has increased in popularity, so too have reports that a subset of individuals play games in a way that causes negative consequences to their lives, which has resulted in the proposed inclusion of Internet Gaming Disorder (IGD) as a formal mental health diagnosis. Given the mass popularity of video games, it is critical that screening materials for this proposed disorder are sufficiently sensitive to ensure that individuals who suffer harm are identified, while those who do not are not mislabeled as such. Here we examined the extent to which participants' responses to a typical IGD questionnaire predicted academic behaviors that could be associated with harm. We recruited 42 college students and tracked their gaming and studying habits weekly over the course of one semester, taking particular note of weeks in which participants did or did not have exams. We predicted that college students overall would spend less time engaging with video games and more time with academics when they had exams, but such modulations would be smaller among individuals with more initial IGD symptoms (i.e., the "more IGD symptoms" group, as compared to the "fewer IGD symptoms" group, would show loss of control). We did not find that college students overall spent less time engaging with video games and more time with academics when they had exams, but post-hoc effect size analyses indicated that our study was underpowered. Implications of potential results using this methodology are discussed and estimates of powerful sample sizes are provided.

摘要

随着电子游戏的普及程度不断提高,也有越来越多的报道称,一部分人以一种对他们的生活造成负面影响的方式玩游戏,这导致了将网络游戏障碍(IGD)纳入正式心理健康诊断的提议。鉴于电子游戏广受欢迎,对于这种提议的疾病,筛查材料必须足够敏感,以确保识别出受到伤害的个体,同时不会将未受伤害的个体错误地贴上此类标签。在这里,我们研究了参与者对一份典型的IGD问卷的回答在多大程度上能够预测可能与伤害相关的学业行为。我们招募了42名大学生,并在一个学期的时间里每周跟踪他们的游戏和学习习惯,特别留意参与者有考试或没有考试的周数。我们预测,大学生在考试期间总体上会减少玩电子游戏的时间,增加学习时间,但在初始IGD症状较多的个体中,这种调节作用会较小(即与“IGD症状较少”组相比,“IGD症状较多”组会表现出失控)。我们没有发现大学生在考试期间总体上会减少玩电子游戏的时间,增加学习时间,但事后效应量分析表明我们的研究效力不足。我们讨论了使用这种方法可能得到的结果的意义,并提供了有效样本量的估计。

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