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中国青少年网络游戏玩家中,网络成瘾障碍与自杀意念之间的关联:由心理社会资源和心理社会问题介导的横断面研究

Association Between Internet Gaming Disorder and Suicidal Ideation Mediated by Psychosocial Resources and Psychosocial Problems Among Adolescent Internet Gamers in China: Cross-Sectional Study.

作者信息

Yu Yanqiu, Wu Anise M S, Fong Vivian W I, Zhang Jianxin, Li Ji-Bin, Lau Joseph T F

机构信息

Department of Preventive Medicine and Health Education, School of Public Health, Fudan University, Shanghai, China.

Department of Psychology, Faculty of Social Sciences, University of Macau, Macao, China.

出版信息

JMIR Serious Games. 2024 Sep 19;12:e48439. doi: 10.2196/48439.

Abstract

BACKGROUND

Adolescent internet gaming disorder (IGD) was associated with severe harm, including suicidal ideation. While suicidal ideation was predictive of completed suicides, further research is required to clarify the association between IGD and suicidal ideation among adolescents, as well as the mechanisms involved.

OBJECTIVE

This study aimed to investigate the understudied association between IGD and suicidal ideation, as well as novel mechanisms associated with it, among Chinese adolescent internet gamers through psychosocial coping resources and psychosocial problems.

METHODS

An anonymous, self-administered, cross-sectional survey was conducted among secondary school students who had played internet games in the past year in Guangzhou and Chengdu, China (from October 2019 to January 2020). In total, 1693 adolescent internet gamers were included in this study; the mean age was 13.48 (SD 0.80) years, and 60% (n=1016) were males. IGD was assessed by the 9-item Internet Gaming Disorder Checklist of the DSM-5 (Diagnostic and Statistical Manual of Mental Disorders [Fifth Edition]), while a single item assessed suicidal ideation: "Have you ever considered committing suicide in the past 12 months?" Univariate and multivariate logistic regression associations were conducted to test the significance and directions of the potential factors for suicidal ideation. The mediation mechanism was examined by structural equation modeling.

RESULTS

Among all participants, the prevalence of IGD and suicidal ideation was 16.95% (287/1693) and 43.06% (729/1693), respectively. IGD cases were 2.42 times more likely than non-IGD cases to report suicidal ideation (adjusted odds ratio [OR] 2.42, 95% CI 1.73-3.37). Other significant factors of suicidal ideation included psychosocial coping resources (resilience and social support, both adjusted OR 0.97, 95% CI 0.96-0.98) and psychosocial problems (social anxiety: adjusted OR 1.07, 95% CI 1.05-1.09; loneliness, adjusted OR 1.13, 95% CI 1.10-1.16). The association between IGD and suicidal ideation was partially mediated by 3 indirect paths, including (1) the 2-step path that IGD reduced psychosocial coping resources, which in turn increased suicidal ideation; (2) the 2-step path that IGD increased psychosocial problems, which in turn increased suicidal ideation; and (3) the 3-step path that IGD reduced psychosocial coping resources which then increased psychosocial problems, which in turn increased suicidal ideation, with effect sizes of 10.7% (indirect effect/total effect: 0.016/0.15), 30.0% (0.05/0.15), and 13.3% (0.02/0.15), respectively. The direct path remained statistically significant.

CONCLUSIONS

IGD and suicidal ideation were alarmingly prevalent. Evidently and importantly, IGD was a significant risk factor for suicidal ideation. The association was partially explained by psychosocial coping resources of resilience and social support and psychosocial problems of social anxiety and loneliness. Longitudinal studies are needed to confirm the findings. Pilot randomized controlled trials are recommended to evaluate the effectiveness of interventions in reducing suicidal ideation by reducing IGD, improving psychosocial coping resources, and reducing psychosocial problems investigated in this study.

摘要

背景

青少年网络游戏障碍(IGD)与严重危害相关,包括自杀意念。虽然自杀意念可预测自杀行为,但仍需进一步研究以阐明青少年中IGD与自杀意念之间的关联及其潜在机制。

目的

本研究旨在通过心理社会应对资源和心理社会问题,调查中国青少年网络游戏玩家中IGD与自杀意念之间尚未充分研究的关联及其相关新机制。

方法

对中国广州和成都过去一年玩过网络游戏的中学生进行了一项匿名的自填式横断面调查(2019年10月至2020年1月)。本研究共纳入1693名青少年网络游戏玩家;平均年龄为13.48(标准差0.80)岁,60%(n = 1016)为男性。采用《精神疾病诊断与统计手册(第五版)》(DSM - 5)的9项网络游戏障碍清单评估IGD,同时用一个单项评估自杀意念:“在过去12个月里,你是否曾考虑过自杀?”进行单因素和多因素逻辑回归分析,以检验自杀意念潜在因素的显著性和方向。通过结构方程模型检验中介机制。

结果

在所有参与者中,IGD和自杀意念的患病率分别为16.95%(287/1693)和43.06%(729/1693)。IGD患者报告自杀意念的可能性是非IGD患者的2.42倍(调整优势比[OR] 2.42,95%置信区间1.73 - 3.37)。自杀意念的其他显著因素包括心理社会应对资源(心理韧性和社会支持,调整后OR均为0.97,95%置信区间0.96 - 0.98)和心理社会问题(社交焦虑:调整后OR 1.07,95%置信区间1.05 - 1.09;孤独感,调整后OR 1.13,95%置信区间1.10 - 1.16)。IGD与自杀意念之间的关联部分由3条间接路径介导,包括:(1)IGD降低心理社会应对资源,进而增加自杀意念的两步路径;(2)IGD增加心理社会问题,进而增加自杀意念的两步路径;(3)IGD降低心理社会应对资源,进而增加心理社会问题,进而增加自杀意念的三步路径,效应大小分别为10.7%(间接效应/总效应:0.016/0.15)、30.0%(0.05/0.15)和13.3%(0.02/0.15)。直接路径仍具有统计学显著性。

结论

IGD和自杀意念的患病率令人担忧。显然且重要的是,IGD是自杀意念的一个重要危险因素。这种关联部分由心理韧性和社会支持等心理社会应对资源以及社交焦虑和孤独感等心理社会问题所解释。需要进行纵向研究以证实这些发现。建议开展初步随机对照试验,以评估通过减少IGD、改善心理社会应对资源以及减少本研究中所调查的心理社会问题来降低自杀意念的干预措施的有效性。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/bae3/11450365/b7d34ec93f21/games_v12i1e48439_fig1.jpg

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