文献检索文档翻译深度研究
Suppr Zotero 插件Zotero 插件
邀请有礼套餐&价格历史记录

新学期,新优惠

限时优惠:9月1日-9月22日

30天高级会员仅需29元

1天体验卡首发特惠仅需5.99元

了解详情
不再提醒
插件&应用
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
高级版
套餐订阅购买积分包
AI 工具
文献检索文档翻译深度研究
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2025

认知机制在心理社会资源与中国青少年网络游戏障碍者专业求助行为意向之间的作用:横断面中介研究。

Cognitive Mechanisms Between Psychosocial Resources and the Behavioral Intention of Professional Help-Seeking for Internet Gaming Disorder Among Chinese Adolescent Gamers: Cross-Sectional Mediation Study.

机构信息

School of Public Health, Fudan University, Shanghai, China.

Centre for Health Behaviours Research, Jockey Club School of Public Health and Primary Care, The Chinese University of Hong Kong, Hong Kong, China (Hong Kong).

出版信息

JMIR Public Health Surveill. 2024 Nov 14;10:e52478. doi: 10.2196/52478.


DOI:10.2196/52478
PMID:39588703
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11611788/
Abstract

BACKGROUND: Internet gaming disorder (IGD) is a global public health concern for adolescents due to its potential severe negative consequences. Professional help-seeking is important for early screening, diagnosis, and treatment of IGD. However, research on the factors associated with professional help-seeking for IGD as well as relevant mediation mechanisms among adolescents is limited. OBJECTIVE: Based on the stress coping theory, the conservation of resource theory, and behavioral change theories, this study investigated the prevalence and factors influencing the behavioral intention of professional help-seeking for internet gaming disorder (BI-PHSIGD). The research also explored the underlying mechanisms, including psychosocial resources like resilience and social support, perceived resource loss due to reduced gaming time, and self-efficacy, in professional help-seeking among adolescent internet gamers. METHODS: A cross-sectional survey was conducted among secondary school students who were internet gamers in 2 Chinese cities from October 2019 to January 2020. Data from the full sample (N=1526) and a subsample of 256 IGD cases (according to the 9-item DSM-5 [Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition] IGD Checklist) were analyzed. Multivariate logistic regression analysis was conducted to examine the factors of BI-PHSIGD, while structural equation modeling was performed to test the proposed mediation mechanisms. RESULTS: The prevalence of BI-PHSIGD was 54.3% (829/1526) in the full sample and 40.6% (104/256) in the IGD subsample (vs 708/1239, 57.1% among non-IGD cases). In the full sample, psychosocial resources of resilience (adjusted odds ratio [aOR] 1.03, 95% CI 1.02-1.05) and social support (aOR 1.03, 95% CI 1.02-1.04) as well as self-efficacy in professional help-seeking (aOR 1.64, 95% CI 1.49-1.81) were positively associated with BI-PHSIGD, while perceived resource loss due to reduced gaming time was negatively associated with BI-PHSIGD (aOR 0.97, 95% CI 0.96-0.98); the positive association between psychosocial resources and BI-PHSIGD was fully mediated via 2 single-mediator indirect paths (via self-efficacy in professional help-seeking alone: effect size=53.4%; indirect effect/total effect=0.10/0.19 and via perceived resource loss due to reduced gaming time alone: effect size=17.8%; indirect effect/total effect=0.03/0.19) and one 2-mediator serial indirect path (first via perceived resource loss due to reduced gaming time then via self-efficacy in professional help-seeking: effect size=4.7%; indirect effect/total effect=0.009/0.19). In the IGD subgroup, a full mediation via self-efficacy in professional help-seeking alone but not the other 2 indirect paths was statistically significant. CONCLUSIONS: Many adolescent internet gamers, especially those with IGD, were unwilling to seek professional help; as a result, early treatment is often difficult to achieve. To increase BI-PHSIGD, enhancing psychosocial resources such as resilience and social support, perceived resource loss due to reduced gaming time, and self-efficacy in professional help-seeking may be effective. Future longitudinal and intervention studies are needed to confirm and extend the findings.

摘要

背景:由于潜在的严重负面影响,网络成瘾障碍(IGD)是青少年的一个全球性公共卫生关注点。寻求专业帮助对于 IGD 的早期筛查、诊断和治疗很重要。然而,关于青少年寻求专业帮助的相关因素以及其中的中介机制的研究有限。

目的:基于应激应对理论、资源保存理论和行为改变理论,本研究调查了互联网游戏障碍(IGD)青少年寻求专业帮助的行为意向(BI-PHSIGD)的流行率和影响因素。研究还探讨了潜在的中介机制,包括心理社会资源(如韧性和社会支持)、因减少游戏时间而导致的感知资源损失以及自我效能感,这些因素在青少年互联网游戏者寻求专业帮助中的作用。

方法:2019 年 10 月至 2020 年 1 月,在 2 个中国城市的中学生中进行了一项横断面调查。对全样本(N=1526)和 256 例 IGD 病例(根据 9 项 DSM-5 [精神障碍诊断与统计手册,第五版] IGD 清单)的子样本数据进行了分析。采用多元逻辑回归分析来检验 BI-PHSIGD 的影响因素,采用结构方程模型来检验所提出的中介机制。

结果:全样本中 BI-PHSIGD 的流行率为 54.3%(829/1526),IGD 子样本中为 40.6%(104/256)(而非 IGD 病例中为 708/1239,占 57.1%)。在全样本中,心理社会资源的韧性(调整后的优势比[OR]1.03,95%CI 1.02-1.05)和社会支持(OR 1.03,95%CI 1.02-1.04)以及专业帮助寻求中的自我效能(OR 1.64,95%CI 1.49-1.81)与 BI-PHSIGD 呈正相关,而因减少游戏时间导致的感知资源损失(OR 0.97,95%CI 0.96-0.98)与 BI-PHSIGD 呈负相关;心理社会资源与 BI-PHSIGD 之间的正相关通过 2 个单一中介间接路径(单独通过专业帮助寻求中的自我效能:效应大小=53.4%;间接效应/总效应=0.10/0.19和单独通过因减少游戏时间导致的感知资源损失:效应大小=17.8%;间接效应/总效应=0.03/0.19)和 1 个 2 中介串联间接路径(首先通过因减少游戏时间导致的感知资源损失,然后通过专业帮助寻求中的自我效能:效应大小=4.7%;间接效应/总效应=0.009/0.19)完全中介。在 IGD 亚组中,单独通过专业帮助寻求中的自我效能的完全中介是有统计学意义的,但其他 2 个间接路径没有统计学意义。

结论:许多青少年互联网游戏者,尤其是患有 IGD 的游戏者,不愿意寻求专业帮助;因此,早期治疗往往难以实现。为了提高 BI-PHSIGD,增强心理社会资源(如韧性和社会支持)、因减少游戏时间而导致的感知资源损失以及专业帮助寻求中的自我效能感可能是有效的。未来需要进行纵向和干预研究来证实和扩展这些发现。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3760/11611788/393003d147ed/publichealth-v10-e52478-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3760/11611788/f05c361e6beb/publichealth-v10-e52478-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3760/11611788/393003d147ed/publichealth-v10-e52478-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3760/11611788/f05c361e6beb/publichealth-v10-e52478-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3760/11611788/393003d147ed/publichealth-v10-e52478-g002.jpg

相似文献

[1]
Cognitive Mechanisms Between Psychosocial Resources and the Behavioral Intention of Professional Help-Seeking for Internet Gaming Disorder Among Chinese Adolescent Gamers: Cross-Sectional Mediation Study.

JMIR Public Health Surveill. 2024-11-14

[2]
Association Between Internet Gaming Disorder and Suicidal Ideation Mediated by Psychosocial Resources and Psychosocial Problems Among Adolescent Internet Gamers in China: Cross-Sectional Study.

JMIR Serious Games. 2024-9-19

[3]
Impulsivity, Self-control, Interpersonal Influences, and Maladaptive Cognitions as Factors of Internet Gaming Disorder Among Adolescents in China: Cross-sectional Mediation Study.

J Med Internet Res. 2021-10-27

[4]
Awareness and Potential Impacts of the Medicalization of Internet Gaming Disorder: Cross-sectional Survey Among Adolescents in China.

J Med Internet Res. 2021-2-24

[5]
Maladaptive cognitions, loneliness, and social anxiety as potential moderators of the association between Internet gaming time and Internet gaming disorder among adolescent Internet gamers in China.

Addict Behav. 2022-6

[6]
The Associations Between Loneliness, Hopelessness, and Self-control and Internet Gaming Disorder Among University Students Who Were Men Who Have Sex With Men: Cross-sectional Mediation Study.

J Med Internet Res. 2023-1-17

[7]
Internet gaming disorder and depression mediated by impaired resilience and sleep distress: a three-wave longitudinal study among Chinese adolescents.

Epidemiol Psychiatr Sci. 2025-2-19

[8]
The role of illness representations of internet gaming disorder (IGD) in help-seeking intention among undergraduates: A longitudinal study.

Addict Behav. 2022-5

[9]
Internet gaming disorder predicts the incidence, persistence, and worsening of suicidal ideation: A population-based cohort study of 96,158 Chinese adolescents.

J Affect Disord. 2025-6-15

[10]
Association between interpersonal resources and mental health professional help-seeking among Chinese adolescents with probable depression: mediations via personal resources and active coping.

BMC Psychiatry. 2024-11-21

引用本文的文献

[1]
Longitudinal Network Relationships Between Symptoms of Deviant Peer Affiliation and Internet Gaming Disorder in Adolescents: Prospective Cohort Study.

J Med Internet Res. 2025-6-13

本文引用的文献

[1]
Development and validation of the resource loss due to reduction in gaming time scale among adolescent internet gamers in China.

Addict Behav. 2023-6

[2]
Gaming disorder and the COVID-19 pandemic: Treatment demand and service delivery challenges.

J Behav Addict. 2022-4-12

[3]
Maladaptive cognitions, loneliness, and social anxiety as potential moderators of the association between Internet gaming time and Internet gaming disorder among adolescent Internet gamers in China.

Addict Behav. 2022-6

[4]
The role of illness representations of internet gaming disorder (IGD) in help-seeking intention among undergraduates: A longitudinal study.

Addict Behav. 2022-5

[5]
Validation of the Internet Gaming Disorder Symptoms Checklist Based on the Fifth Edition of the Diagnostic and Statistical Manual of Mental Disorders in Chinese Adolescents.

Child Psychiatry Hum Dev. 2023-2

[6]
Mobilising social support to improve mental health for children and adolescents: A systematic review using principles of realist synthesis.

PLoS One. 2021

[7]
Effects of Online Social Support and Perceived Social Support on the Relationship Between Perceived Stress and Problematic Smartphone Usage Among Chinese Undergraduates.

Psychol Res Behav Manag. 2021-5-4

[8]
Awareness and Potential Impacts of the Medicalization of Internet Gaming Disorder: Cross-sectional Survey Among Adolescents in China.

J Med Internet Res. 2021-2-24

[9]
Prevalence of Internet Gaming Disorder and Its Association With Personality Traits and Gaming Characteristics Among Chinese Adolescent Gamers.

Front Psychiatry. 2020-11-17

[10]
Why is Internet gaming disorder more prevalent among Chinese male than female adolescents? The role of cognitive mediators.

Addict Behav. 2021-1

文献AI研究员

20分钟写一篇综述,助力文献阅读效率提升50倍

立即体验

用中文搜PubMed

大模型驱动的PubMed中文搜索引擎

马上搜索

推荐工具

医学文档翻译智能文献检索