Department of Nephrology, Kidney Research Institute, West China Hospital of Sichuan University, Chengdu, Sichuan Province, China.
West China School of Nursing, Sichuan University, Chengdu, Sichuan Province, China.
BMC Psychiatry. 2024 Oct 3;24(1):651. doi: 10.1186/s12888-024-06090-7.
Previous studies have indicated that social connectedness can serve as a protective buffer against negative outcomes associated with online victimization. However, the role of social connectedness between Internet gaming disorder and somatic symptoms is still unclear. This study aims to examine the mediating effect of social connectedness on the association between Internet gaming disorder and somatic symptoms.
A cross-sectional design was utilized, using questionnaires for data collection and multi-stage stratified cluster sampling. The general demographic questionnaire, Nine-Item Internet Gaming Disorder Scale-Short Form, Social Connectedness Scale-Revised and Patient Health Questionnaire Physical Symptoms were used to collect data. We adopted Pearson's correlation analysis and the PROCESS Macro Model in regression analysis to explore the relationships among Internet gaming disorder, social connectedness and somatic symptoms.
Internet gaming disorder was positively correlated with somatic symptoms (r = 0.20, P < 0.001), while network (r=-0.08, P < 0.001) and real-life social connectedness (r=-0.31, P < 0.001) negatively affected somatic symptoms. The network social connectedness and the real-life social connectedness played a chain mediating role in the development of Internet gaming disorder to somatic symptoms [95%CI: 0.073, 0.088], explaining 45.25% of the total effect value. The difference of real-life social connectedness and network social connectedness played a partial mediating role between Internet gaming disorder and somatic symptoms [95% CI:0.050, 0.062], accounting for 31.28% of the total effect value.
Real-life social connectedness, network social connectedness, and their disparity all mediated the relationship between Internet gaming disorder and somatic symptoms. Real-life social connectedness acted as a protective factor, while network social connectedness served as a risk factor. Encouraging offline activities and guiding teenagers to use the internet responsibly may help prevent and reduce physical symptoms linked to Internet gaming disorder.
先前的研究表明,社会联系可以作为一种保护缓冲,防止与网络受害相关的负面后果。然而,网络成瘾障碍与躯体症状之间的社会联系的作用仍不清楚。本研究旨在检验社会联系在网络成瘾障碍与躯体症状之间的关系中的中介作用。
采用横断面设计,使用问卷收集数据和多阶段分层聚类抽样。使用一般人口学问卷、九项网络成瘾障碍量表-短式、社会联系量表修订版和患者健康问卷躯体症状部分收集数据。我们采用 Pearson 相关分析和 PROCESS Macro 模型在回归分析中探讨网络成瘾障碍、社会联系和躯体症状之间的关系。
网络成瘾障碍与躯体症状呈正相关(r=0.20,P<0.001),而网络(r=-0.08,P<0.001)和现实生活中的社会联系(r=-0.31,P<0.001)对躯体症状有负面影响。网络社会联系和现实生活中的社会联系在网络成瘾障碍向躯体症状的发展中发挥了连锁中介作用[95%CI:0.073,0.088],解释了总效应值的 45.25%。网络社会联系和现实生活中的社会联系在网络成瘾障碍和躯体症状之间发挥了部分中介作用[95%CI:0.050,0.062],占总效应值的 31.28%。
现实生活中的社会联系、网络社会联系及其差异都调节了网络成瘾障碍与躯体症状之间的关系。现实生活中的社会联系起到了保护因素的作用,而网络社会联系则起到了风险因素的作用。鼓励线下活动和引导青少年负责任地使用互联网可能有助于预防和减少与网络成瘾障碍相关的躯体症状。