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中国青少年中问题游戏行为与低头族行为之间的前瞻性关联:来自交叉滞后面板网络模型的见解

The prospective associations between problematic gaming and phubbing among Chinese adolescents: Insights from a cross-lagged panel network model.

作者信息

Su Yingying, Chen Yan, Gai Qian, Meng Xiangfei, Gao Tingting

机构信息

School of Public Health and Emergency Management, Southern University of Science and Technology, Shenzhen, Guangdong, China.

Center for Health Management and Policy Research, School of Public Health, Cheeloo College of Medicine, Shandong University, Jinan, Shandong, China; NHC Key Lab of Health Economics and Policy Research, Jinan, Shandong University, China; School of Public Health, Wannan Medical College, Wuhu, China.

出版信息

Compr Psychiatry. 2025 Jan;136:152542. doi: 10.1016/j.comppsych.2024.152542. Epub 2024 Oct 25.

Abstract

BACKGROUND AND AIMS

Previous studies are limited in addressing the directionality of temporal relationships between problematic gaming and phubbing symptoms by exploring cross-sectional studies. Therefore, we estimated the longitudinal relationships between individual behavioral addictive symptoms including problematic gaming and phubbing in adolescence, and explored potential sex differences in these relationships.

METHODS

This study included 3296 participants in Shandong Province, China. Data were collected from November 2021 (mean [SD] age: 15.17 [1.44] years) to May 2023 (mean [SD] age: 17.50 [1.18] years), with females comprising 54.5 % of the sample. Problematic gaming and phubbing were assessed using validated scales at each wave. We construct cross-sectional networks and cross-lagged panel networks (CLPN) to explore the contemptuous and temporal relationships between problematic gaming and phubbing.

RESULTS

Contemporaneous networks revealed significant differences in problematic gaming and phubbing networks between males and females. Additionally, temporal network analyses indicated that among male adolescents, feeling anxious when unable to play games was the most influential predictor of subsequent behavioral addictive symptoms. For female adolescents, fantasizing about gaming had the most significant associations with future addictive behaviors. The strongest bridge symptom linking problematic gaming and phubbing for both sexes was focusing on phones rather than engaging in conversation.

DISCUSSION AND CONCLUSIONS

The study applied network modeling to panel data from a large, population-based cohort of adolescents, identifying unique longitudinal relationships between problematic gaming and phubbing across symptom domains. It provides valuable insights into the characterization of behavioral addictive symptoms among adolescents and the potential predictive relationships among these symptoms among different sexes, guiding sex-specific targeted interventions for adolescents.

摘要

背景与目的

以往的研究通过横断面研究来探讨问题游戏与低头症症状之间时间关系的方向性,存在一定局限性。因此,我们估计了青少年中包括问题游戏和低头症在内的个体行为成瘾症状之间的纵向关系,并探讨了这些关系中潜在的性别差异。

方法

本研究纳入了中国山东省的3296名参与者。数据收集时间从2021年11月(平均[标准差]年龄:15.17[1.44]岁)至2023年5月(平均[标准差]年龄:17.50[1.18]岁),样本中女性占54.5%。在每次随访时使用经过验证的量表评估问题游戏和低头症。我们构建横断面网络和交叉滞后面板网络(CLPN)来探索问题游戏和低头症之间的共时性和时间关系。

结果

共时性网络显示男性和女性在问题游戏和低头症网络上存在显著差异。此外,时间网络分析表明,在男性青少年中,无法玩游戏时感到焦虑是后续行为成瘾症状最具影响力的预测因素。对于女性青少年,幻想玩游戏与未来成瘾行为的关联最为显著。连接男性和女性问题游戏与低头症的最强桥梁症状是专注于手机而不是参与对话。

讨论与结论

本研究将网络建模应用于来自一个大型的、基于人群的青少年队列的面板数据,确定了问题游戏和低头症在症状领域之间独特的纵向关系。它为青少年行为成瘾症状的特征以及不同性别这些症状之间的潜在预测关系提供了有价值的见解,为青少年针对性别的干预提供指导。

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