Suriá-Martínez Raquel, García-Castillo Fernando, López-Sánchez Carmen, Villegas Esther, Carretón Carmen
Department of Comunication and Social Psychology, Universidad de Alicante, 03690 San Vicente del Raspeig, Spain.
Departament of Educatión, Universidad de Alicante, 03690 San Vicente del Raspeig, Spain.
Eur J Investig Health Psychol Educ. 2024 Jun 24;14(7):1868-1880. doi: 10.3390/ejihpe14070123.
Online games have experienced significant growth in recent years, with gaming becoming a popular form of entertainment for people of all ages. However, their impact on cognition, especially among vulnerable groups such as students with disabilities, is a topic that requires deeper exploration. The objectives of this study are twofold: firstly, to understand the typology of risk players (non-risk players, players with problems, and pathological players); and secondly, to compare cognitive distortions among students with problematic profiles. Both objectives will be analyzed based on the presence or absence of disability. A total of 704 students from various Spanish universities (135 with disabilities and 569 without disabilities), aged between 18 and 38, participated in the study by completing the Gamblers Belief Questionnaire (GBQ), aimed at measuring cognitive distortions related to gambling problems, as well as the Massachusetts Gambling Screen questionnaire, aimed at measuring gambling addiction. The results indicate a higher percentage of students with disabilities showing a greater risk profile for addiction. Additionally, this group of students exhibits more cognitive distortions. These findings underscore the need for a comprehensive approach to addressing online gaming addiction and cognitive distortions among university students, with and without disabilities. Preventive measures are necessary, such as education on responsible technology use and the promotion of alternative activities. Moreover, specific intervention strategies need to be developed, including access to psychological health services for this student population.
近年来,网络游戏经历了显著增长,游戏已成为各年龄段人群喜爱的一种娱乐形式。然而,其对认知的影响,尤其是对残疾学生等弱势群体的影响,是一个需要深入探讨的话题。本研究有两个目标:第一,了解风险玩家的类型(非风险玩家、有问题玩家和病态玩家);第二,比较有问题特征的学生的认知扭曲情况。这两个目标都将根据是否存在残疾进行分析。来自西班牙各大学的704名学生(135名残疾学生和569名非残疾学生),年龄在18至38岁之间,通过完成旨在测量与赌博问题相关的认知扭曲的《赌徒信念问卷》(GBQ)以及旨在测量赌博成瘾的《马萨诸塞州赌博筛查问卷》参与了这项研究。结果表明,残疾学生中显示出更高成瘾风险特征的比例更高。此外,这组学生表现出更多的认知扭曲。这些发现强调了需要采取综合方法来解决大学生(无论有无残疾)中的网络游戏成瘾和认知扭曲问题。预防措施是必要的,例如关于负责任使用技术的教育和推广替代活动。此外,需要制定具体的干预策略,包括为这一学生群体提供心理健康服务。